Esempio n. 1
0
    void HandleMeleeAttack()
    {
        // check if attack allowed
        State eCurState = GetState();

        if (m_meleeAttacks.m_enabled && ((eCurState == State.Crouch) || (eCurState == State.Standard)) && !IsNewStateRequested())
        {
            // parse list of attack, check if one is launched
            for (int i = 0; i < m_meleeAttacks.m_attacks.Length; i++)
            {
                APMeleeAttack curAttack = m_meleeAttacks.m_attacks [i];
                if (curAttack.inputStatus)
                {
                    // make sure this attack is enabled for this state
                    string sAttackAnim = (eCurState == State.Crouch) ? curAttack.m_animCrouched : (m_onGround ? curAttack.m_animStand : curAttack.m_animInAir);
                    if (string.IsNullOrEmpty(sAttackAnim))
                    {
                        continue;
                    }

                    // launch attack
                    m_curAttackId       = i;
                    m_curAttackAnimHash = Animator.StringToHash(sAttackAnim);
                    m_attackCrouched    = (eCurState == State.Crouch);

                    SetState(State.MeleeAttack);
                    return;
                }
            }
        }
    }
Esempio n. 2
0
    void StateMeleeAttack(APFsmStateEvent eEvent)
    {
        switch (eEvent)
        {
        case APFsmStateEvent.eEnter:
        {
            SendMessage("APOnCharacterMeleeAttack", SendMessageOptions.DontRequireReceiver);
            PlayAnim(m_curAttackAnimHash, 0f);

            // clear buffer of hits & disable hit zones at init
            APMeleeAttack curAttack = m_meleeAttacks.m_attacks[m_curAttackId];
            foreach (APHitZone curHitZone in curAttack.m_hitZones)
            {
                curHitZone.attackHits.Clear();
            }
        }
        break;

        case APFsmStateEvent.eUpdate:
        {
            // update state
            ApplyGravity();
            HandleHorizontalMove();

            // Compute all hits for current attack
            APMeleeAttack curAttack = m_meleeAttacks.m_attacks [m_curAttackId];
            foreach (APHitZone curHitZone in curAttack.m_hitZones)
            {
                if (curHitZone.m_active && curHitZone.gameObject.activeInHierarchy)
                {
                    Vector2 wsPos    = curHitZone.transform.position;
                    int     hitCount = Physics2D.OverlapCircleNonAlloc(wsPos, curHitZone.m_radius, m_attackHitResult, m_motor.m_rayLayer);
                    for (int i = 0; i < hitCount; i++)
                    {
                        Collider2D curHit = m_attackHitResult[i];

                        // notify only hitable objects and not already hit by this hit zone
                        APHitable hitable = curHit.GetComponent <APHitable>();
                        if (hitable != null && !curHitZone.attackHits.Contains(hitable))
                        {
                            curHitZone.attackHits.Add(hitable);

                            // alert hitable
                            hitable.OnMeleeAttackHit(this, curHitZone);
                        }
                    }
                }
            }

            // make sure state does not end infinitely
            if (m_fsm.GetFsmStateTime() > m_maxAttackDuration)
            {
                SetState(GetPreviousState());
            }
        }
        break;

        case APFsmStateEvent.eLeave:
        {
            m_curAttackId = -1;
        }
        break;
        }
    }