Esempio n. 1
0
    // Update is called once per frame
    void Update()
    {
        //DASH
        if (Input.GetButtonDown("Fire2" + player))
        {
            rb.GetComponent <Dash>().input = true;
        }

        // Boomerang
        if (Input.GetButtonDown("Fire3" + player) && !boomerang.fire) // Detects input for boomerang skill
        {
            Boomerang();
        }

        //// attack
        if (Input.GetButtonDown("Fire1" + player))
        {
            attack.Attacking();
        }

        // Jumping
        if (Input.GetButtonDown("Jump" + player))    // Checks if player jumps
        {
            move.Jump();
        }

        // Movement
        if (moveInput)
        {
            move.horizontal = Input.GetAxis("Horizontal" + player); // Gets input for horizontal movement
        }
    }
Esempio n. 2
0
    private void Update()
    {
        switch (currentState)
        {
        case EnemyAIstates.Wander:
            enemy.isStopped = false;
            if (!enemy.pathPending && enemy.remainingDistance < 0.5f)
            {
                wonder.NextPoint();
            }

            break;

        case EnemyAIstates.Target:
            enemy.isStopped   = false;
            enemy.destination = pursuit.Pursuit();

            break;

        case EnemyAIstates.Attack:
            timer -= Time.deltaTime;

            if (timer <= 0.0f)
            {
                attack.Attacking();
                enemy.isStopped = true;
                //  enemy.destination = enemy.transform.position;
                Debug.Log("In Range: Attacking has initiated");

                timer = attackInterval;
            }
            break;
        }
        SwitchStates();
    }
Esempio n. 3
0
    private void Update()
    {
        switch (currentState)
        {
        case EnemyAIstates.Wander:
            enemy.destination = wonder.Wandering();
            //  Debug.Log("Player not seen: returning to wonder");
            break;

        case EnemyAIstates.Target:
            enemy.destination = pursuit.Pursuit();
            //  Debug.Log("Out of Range: Target not reachable; Continuing pursuit");
            break;

        case EnemyAIstates.Attack:
            attack.Attacking();
            enemy.destination = transform.position;
            //   Debug.Log("In Range: Attacking has initiated");
            break;
        }
        SwitchStates();
        Debug.DrawLine(enemy.destination, enemy.gameObject.transform.position, Color.blue);
    }
Esempio n. 4
0
    void Action()
    {
        switch (player_status)
        {
        case Status.idle:
            isInvincible = false;
            rotation.Update(Input_dir);
            move.Update(Input_dir, isGrounded, isHit_against_theWall);
            gravity.Update(isGrounded);
            break;

        case Status.jumpping:
            gravity.Update(true);
            jump.Jumpping(this.transform);
            move.Update(Input_dir, false, isHit_against_theWall);
            rotation.Update(Input_dir);
            if (jump.isjumpping == false)
            {
                GetStatus(Status.idle);
            }
            break;

        case Status.guarding:
            damage.UPFukitobi(isHit_against_theWall);
            damage.SIDEFukitobi(isHit_against_theWall);
            if (guard.transitionProperty == Guard.Transition.Guarding)
            {
                if (Input_dir.magnitude != 0)
                {
                    guard.gobj.SetActive(false);
                    step.Start(Input_dir, true);
                    GetStatus(Status.stepping);
                    break;
                }
            }
            guard.Guarding();
            gravity.Update(isGrounded);
            if (guard.isGuarding == false)
            {
                GetStatus(Status.idle);
            }
            break;

        case Status.attacking:

            attack.Attacking();
            attack.isGrounded = isGrounded;
            if (attack.isAttacking == false)
            {
                GetStatus(Status.idle);
            }
            if (!isGrounded)
            {
                move.Update(Input_dir, false, isHit_against_theWall);
            }
            break;

        case Status.stepping:
            step.Stepping(isHit_against_theWall);
            isInvincible = step.invincibleProperty > 0 ? true : false;
            if (!step.isStepping)
            {
                GetStatus(Status.idle);
            }
            break;

        case Status.damaged:
            guard.gobj.SetActive(false);

            if (damage.Wait())
            {
                if (!isGrounded && Input.anyKeyDown)     //受身
                {
                    transform.localEulerAngles =
                        new Vector3
                            (transform.localEulerAngles.x,
                            transform.localEulerAngles.y, 0);

                    wait.Set(30, 0);
                    GetStatus(Status.waiting);
                }

                if (isGrounded && damage.UPFukitobi(isHit_against_theWall) && damage.SIDEFukitobi(isHit_against_theWall))
                {
                    wait.Set(40, 0);
                    wait.Waiting();
                    if (wait.Waiting() == true)
                    {
                        transform.localEulerAngles = new Vector3
                                                         (transform.localEulerAngles.x,
                                                         transform.localEulerAngles.y, 0);

                        GetStatus(Status.idle);
                    }
                }
            }
            else
            {
                wait.Set(3, 0);
                wait.Waiting();
                if (wait.Waiting() == true)
                {
                    isInvincible = false;
                }
                else
                {
                    isInvincible = true;
                }
            }
            damage.UPFukitobi(isHit_against_theWall);
            if (damage.UPFukitobi(isHit_against_theWall))
            {
                gravity.Update(isGrounded);
            }


            damage.SIDEFukitobi(isHit_against_theWall);


            break;

        case Status.waiting:
            wait.Waiting();
            if (wait.Waiting() == true)
            {
                GetStatus(Status.idle);
            }
            break;

        case Status.Down:
            this.gameObject.SetActive(false);
            break;
        }
    }