Esempio n. 1
0
    private void Update()
    {
        if (!isAlive)
        {
            return;
        }

        fireImage.fillAmount = attack.RemainingCooldown / attack.AttackSpeed;
        movement.Move(movementJoystick.Direction);
        attack.Aim(aimJoystick.Direction, this);
    }
Esempio n. 2
0
    public void LookAtPlayer()
    {
        attack.Aim((playerTransform.position - transform.position).normalized);

        if (Physics.Raycast(attack.Head.transform.position, attack.Head.transform.forward, out hit, chaseDistance, layersToHit))
        {
            GameObject hitobject = hit.transform.gameObject;
            if (hitobject.GetComponent <PlayerController>())
            {
                attack.Shoot();
            }
        }
    }
Esempio n. 3
0
    // the Update loop contains a very simple example of moving the character around and controlling the animation
    void Update()
    {
        // grab our current _velocity to use as a base for all calculations
        _velocity = _controller.velocity;

        if (_controller.isGrounded)
        {
            _velocity.y = 0;
        }
        if (Input.GetAxisRaw("Horizontal" + controllerName) > 0)
        {
            normalizedHorizontalSpeed = 1;
            if (transform.localScale.x > 0f)
            {
                transform.localScale = new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z);
            }

            _attack.Aim();

            if (_controller.isGrounded)
            {
                _animator.SetInteger("state", 1);
            }
        }
        else if (Input.GetAxisRaw("Horizontal" + controllerName) < 0)
        {
            normalizedHorizontalSpeed = -1;
            if (transform.localScale.x < 0f)
            {
                transform.localScale = new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z);
            }
            _attack.Aim();
            if (_controller.isGrounded)
            {
                _animator.SetInteger("state", 1);
            }
        }
        else
        {
            normalizedHorizontalSpeed = 0;

            if (_controller.isGrounded)
            {
                _animator.SetInteger("state", 0);
                _attack.Aim();
            }
        }

        if (Input.GetAxisRaw("Vertical" + controllerName) > 0)
        {
            _attack.Aim();
        }
        else if (Input.GetAxisRaw("Vertical" + controllerName) < 0)
        {
            _attack.Aim();
        }



        if (Input.GetButton("Fire" + controllerName))
        {
            _attack.DoAttack();
        }
        else
        {
            _attack.CancelAttack();
        }


        // we can only jump whilst grounded
        if (_controller.isGrounded && Input.GetButtonDown("Jump" + controllerName) && gameObject.GetComponent <Animator>().GetBool("die") == false)
        {
            _velocity.y      = Mathf.Sqrt(2f * jumpHeight * -gravity);
            audioSource.clip = audioSources[0];
            audioSource.Play();
            _animator.SetInteger("state", 2);
        }


        // apply horizontal speed smoothing it
        var smoothedMovementFactor = _controller.isGrounded ? groundDamping : inAirDamping;         // how fast do we change direction?

        _velocity.x = Mathf.Lerp(_velocity.x, normalizedHorizontalSpeed * runSpeed, Time.deltaTime * smoothedMovementFactor);

        // apply gravity before moving
        _velocity.y += gravity * Time.deltaTime;

        _controller.move(_velocity * Time.deltaTime);

        if (health == 0)
        {
            Debug.Log("dead");
        }
    }