Esempio n. 1
0
    void ClickTileOrUI(bool left)
    {
        var accepter = FindInputAccepter();

        if (accepter == null)
        {
            if (unitCursor.HasFoundTile())
            {
                AbstractAttack attack = null;
                if (left)
                {
                    attack = new RoundAttack(unitCursor.GetSpawnPoint(false));
                }
                else
                {
                    attack = new StraightAttack(unitCursor.GetSpawnPoint(false));
                }

                if (attack.GetComsumption() <= GameDataManager.Instance.UnitPower)
                {
                    mainCharacter.AnimateAttack();
                    attack.Animate(unitCursor.GetSpawnPoint(false));
                    ObjectManager.Instance.WaveManager.enemies
                    .Where(e => attack.IsInRange(e.transform.position))
                    .ToList()
                    .ForEach(e => e.Damaged(attack.GetDamage()));
                    GameDataManager.Instance.UnitPower -= attack.GetComsumption();
                }
            }
        }
        else
        {
            accepter.Execute();
        }
    }
Esempio n. 2
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    private void HandleAttack()
    {
        if (attacks == null || attacks.Length == 0)
        {
            return;
        }

        if (isAttacking || IsStunned())
        {
            // player is already attacking or is stunned, nothing to do
            return;
        }

        AbstractAttack attack = null;

        if (superAttackPressed && attacks[2].CanUseAttack())
        {
            attack = attacks[2];
        }
        else if (attack1Pressed && attacks[0].CanUseAttack())
        {
            attack = attacks[0];
        }
        else if (attack2Pressed && attacks[1].CanUseAttack())
        {
            attack = attacks[1];
        }

        if (attack != null)
        {
            StartCoroutine(DoAttack(attack));
        }
    }
    void Start()
    {
        attackList    = new AbstractAttack[7];
        attackList[0] = crouchingAttack;
        attackList[1] = standingNeutral;
        attackList[2] = standingAir;
        attackList[3] = airNeutral;
        attackList[4] = airBack;
        attackList[5] = airFront;
        attackList[6] = airDown;


        if (useActorForce)
        {
            forceType = GetComponent <Actor>().forceType;
        }

        for (int i = 0; i < attackList.Length; i++)
        {
            _tempAtk = (AbstractAttack)Instantiate(attackList[i], this.transform.position, Quaternion.identity) as AbstractAttack;
            _tempAtk.transform.parent = this.transform;
            _tempAtk.forceType        = forceType;
            attackList[i]             = _tempAtk;
        }
    }
Esempio n. 4
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    /// <summary>
    /// Method goes through all of character's attacks and picks the first usable attack.
    /// </summary>
    private void PickAttackToUse()
    {
        if (attacks == null)
        {
            return;
        }

        foreach (AbstractAttack attack in attacks)
        {
            if (attack.CanUseAttack())
            {
                //nextAttackToUse = attack;
                //break;
                if (attack.IsInAttackingRange())
                {
                    nextAttackToUse = attack;
                    break;
                }
                else
                {
                    Debug.Log(name + " can use attack " + attack.name + " but the attack is not in range.");
                }
            }
            else
            {
                Debug.Log(name + " can't use attack " + attack.name);
            }
        }
    }
Esempio n. 5
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    /// <summary>
    /// Coroutine which uses the attack, waits for the attack animation to finish and
    /// then re-sets the nextAttack object.
    /// This way, enemy starts moving again only after the attack is finished.
    /// </summary>
    /// <returns></returns>
    private IEnumerator UseAndResetAttack()
    {
        attacking = true;
        yield return(StartCoroutine(nextAttackToUse.UseAttack(this)));

        Debug.Log("Attacking coroutine finished.");
        nextAttackToUse = null;
        attacking       = false;
    }
Esempio n. 6
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    /// <summary>
    /// Coroutine which will raise attacking flag, executes actual attack
    /// and after its finished, resets the attacking flag again.
    /// </summary>
    /// <param name="attack">Attack to execute.</param>
    /// <returns></returns>
    private IEnumerator DoAttack(AbstractAttack attack)
    {
        isAttacking = true;
        yield return(StartCoroutine(attack.UseAttack(this)));

        Debug.Log("Player attack finished.");
        isAttacking    = false;
        killedEnemies += attack.GetTargetKillCount();
        Debug.Log("Killed enemies:" + killedEnemies);
    }
Esempio n. 7
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    public AbstractAttack CreateAttack(Vector3 pos, AttackType type)
    {
        AbstractAttack attack = null;

        switch (type)
        {
        case AttackType.Round:
            attack = new RoundAttack(pos);
            break;

        case AttackType.Straight:
            attack = new StraightAttack(pos);
            break;
        }
        return(attack);
    }
        public override void OnSwitch()
        {
            if (GetFSM().CurrentAttack != null)
            {
                m_time            = GetFSM().CurrentAttack.GetStateBlockTime();
                m_attackReference = GetFSM().CurrentAttack;
                m_attackStart     = true;

                if (m_time == 0.0f)
                {
                    m_noTimer = true;
                }
                else
                {
                    GetFSM().BlockStateSwitch(m_time);
                }
            }
            else
            {
                GetFSM().GoToPreviousState(true, 1);
            }
        }
Esempio n. 9
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 private void Awake()
 {
     attack = GetComponent <AbstractAttack>();
 }