Esempio n. 1
0
    public override void Attack(PlayerAttack attack, BattleCombatant target)
    {
        currentAttack       = attack;
        currentAttackTarget = target;

        if (attack.Name == "Fried Chicken Smoothie")
        {
            anim.Play("Jumping");
            playSound(healSound);
            currentAttackTarget.Heal();
        }
        else if (attack.Name == "All-Purpose Slice")
        {
            initialPosition      = transform.position;
            AnimationInProgress  = true;
            currentAnimation     = AnimationSequence.JumpForward;
            attackAnimationState = AttackAnimationState.NeedsToStart;
        }
        else if (attack.Name == "Sales Pitch")
        {
            initialPosition      = transform.position;
            AnimationInProgress  = true;
            currentAnimation     = AnimationSequence.SalesPitch;
            attackAnimationState = AttackAnimationState.NeedsToStart;
        }
    }
Esempio n. 2
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	private void animLaserFire() {
		switch(attackAnimationState) {
		case AttackAnimationState.NeedsToStart:
			LaserFire.Play();
			playSound(LaserFireSound);
			attackAnimationState = AttackAnimationState.InProgress;
			
			break;
		case AttackAnimationState.InProgress:
			LaserFire.transform.Rotate (new Vector3(0, 0, 10) * Time.deltaTime);

			if(LaserFire.transform.rotation.eulerAngles.z > 9 &&
			   LaserFire.transform.rotation.eulerAngles.z < 10) {


				LaserFire.Stop();
				LaserFire.Clear();

				LaserFire.transform.localRotation = initialLaserRot;
				currentAnimation = AnimationSequence.None;
				attackAnimationState = AttackAnimationState.Off;

				//EVERYONE DIES HAHAHAHAHAHAH
				targets.ForEach(t => t.Damage(AttackPower));

				AnimationInProgress = false;
			}

			break;
		}
	}
Esempio n. 3
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    public override void AutoAttack(List <BattleCombatant> targetList)
    {
        if (currentChargeCount == chargesRequred)
        {
            // do crazy attack

            targets              = targetList;
            AnimationInProgress  = true;
            currentAnimation     = AnimationSequence.LaserCharge;
            attackAnimationState = AttackAnimationState.NeedsToStart;

            currentChargeCount = 0;
        }
        else
        {
            currentChargeCount++;

            // do a simple attack
            target = getWeakestTarget(targetList);

            AnimationInProgress  = true;
            currentAnimation     = AnimationSequence.LameBounce;
            attackAnimationState = AttackAnimationState.NeedsToStart;
            startTimer();
        }
    }
Esempio n. 4
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    private void animReturningFromSlamming()
    {
        switch (attackAnimationState)
        {
        case AttackAnimationState.NeedsToStart:
            rigidbody2D.gravityScale = 1;
            GetComponent <BoxCollider2D>().enabled = true;

            attackAnimationState = AttackAnimationState.InProgress;

            break;

        case AttackAnimationState.InProgress:

            if (rigidbody2D.velocity.magnitude < 0.01f)
            {
                anim.SetTrigger("Finished");
                originalBasketball.transform.localPosition = originalBasketballLocalPos;
                originalBasketball.renderer.enabled        = true;
                attackAnimationState = AttackAnimationState.Complete;
            }

            break;

        case AttackAnimationState.Complete:
            currentAnimation     = AnimationSequence.None;
            attackAnimationState = AttackAnimationState.Off;
            AnimationInProgress  = false;
            break;
        }
    }
Esempio n. 5
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    public override void AutoAttack(List <BattleCombatant> targetList)
    {
        //select the player with the lowest HP as the target

        // allows you to call autoattack without a target
        // this is so we can trigger the orphanrush animation outside of the battle
        if (targetList != null)
        {
            target = targetList.OrderByDescending(t => t.HitPoints).First();
        }

        //if our HP is low, use the SUPER ORPHAN RUSH attack
        if (HitPoints / (float)MaxHitPoints < 0.2f)
        {
            orphanRushParticles.emissionRate = 15;
            poweredUp = true;
        }
        else
        {
            orphanRushParticles.emissionRate = 5;
            poweredUp = false;
        }

        AnimationInProgress  = true;
        attackAnimationState = AttackAnimationState.NeedsToStart;
        startTimer();
    }
Esempio n. 6
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    // Update is called once per frame
    public override void Update()
    {
        base.Update();

        switch (attackAnimationState)
        {
        case AttackAnimationState.NeedsToStart:
            if (timerIsGreaterThan(0.5f))
            {
                GetComponent <Animator>().SetBool("IsAttacking", true);
                attackAnimationState = AttackAnimationState.InProgress;

                playSound(gunshotSound);
                target.Damage(AttackPower);

                startTimer();
            }
            break;

        case AttackAnimationState.InProgress:
            if (timerIsGreaterThan(0.5f))
            {
                GetComponent <Animator>().SetBool("IsAttacking", false);

                stopTimer();
                attackAnimationState = AttackAnimationState.Off;
                AnimationInProgress  = false;
            }

            break;
        }
    }
Esempio n. 7
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	// Update is called once per frame
	public override void Update () {
		base.Update();

		switch(attackAnimationState) {
		case AttackAnimationState.NeedsToStart:
			if(timerIsGreaterThan(0.5f)) {

				GetComponent<Animator>().SetBool("IsAttacking", true);
				attackAnimationState = AttackAnimationState.InProgress;

				playSound(gunshotSound);
				target.Damage(AttackPower);

				startTimer();
			}
			break;
		case AttackAnimationState.InProgress:
			if(timerIsGreaterThan(0.5f)) {
				GetComponent<Animator>().SetBool("IsAttacking", false);

				stopTimer();
				attackAnimationState = AttackAnimationState.Off;
				AnimationInProgress = false;
			}

			break;
		}
		
	}
Esempio n. 8
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    private void animLaserFire()
    {
        switch (attackAnimationState)
        {
        case AttackAnimationState.NeedsToStart:
            LaserFire.Play();
            playSound(LaserFireSound);
            attackAnimationState = AttackAnimationState.InProgress;

            break;

        case AttackAnimationState.InProgress:
            LaserFire.transform.Rotate(new Vector3(0, 0, 10) * Time.deltaTime);

            if (LaserFire.transform.rotation.eulerAngles.z > 9 &&
                LaserFire.transform.rotation.eulerAngles.z < 10)
            {
                LaserFire.Stop();
                LaserFire.Clear();

                LaserFire.transform.localRotation = initialLaserRot;
                currentAnimation     = AnimationSequence.None;
                attackAnimationState = AttackAnimationState.Off;

                //EVERYONE DIES HAHAHAHAHAHAH
                targets.ForEach(t => t.Damage(AttackPower));

                AnimationInProgress = false;
            }

            break;
        }
    }
Esempio n. 9
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    private void animLaserFire()
    {
        switch (attackAnimationState)
        {
        case AttackAnimationState.NeedsToStart:

            LaserFire.enableEmission = true;

            playSound(LaserFireSound);
            attackAnimationState = AttackAnimationState.InProgress;

            startTimer();

            break;

        case AttackAnimationState.InProgress:

            if (timerIsGreaterThan(2.5f))
            {
                LaserFire.enableEmission = false;
                currentAnimation         = AnimationSequence.None;
                attackAnimationState     = AttackAnimationState.Off;

                targets.ForEach(t => t.Damage(t.MaxHitPoints - 1));

                AnimationInProgress = false;
            }

            break;
        }
    }
Esempio n. 10
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 private void UpdateAttackAnimation()
 {
     if (attackAnimationState == AttackAnimationState.GOING_BACKWARDS)
     {
         backwardsVector2Lerper.Update();
         transform.GetChild(0).localPosition = backwardsVector2Lerper.CurrentValue;
         if (backwardsVector2Lerper.Reached)
         {
             attackAnimationState = AttackAnimationState.GOING_FORWARD;
             forwardVector2Lerper = new Vector2Lerper(transform.GetChild(0).localPosition, target.transform.position - transform.position, 0.05f);
             forwardVector2Lerper.SetValues(transform.GetChild(0).localPosition, target.transform.position - transform.position, true);
         }
     }
     else
     {
         forwardVector2Lerper.Update();
         transform.GetChild(0).localPosition = forwardVector2Lerper.CurrentValue;
         if (forwardVector2Lerper.Reached)
         {
             attackAnimationState = AttackAnimationState.NOT_PLAYING;
             DamageCallback();
             AudioController.instance.PlayPunchSound();
             //The amount of time we want the footman to be on the enemy
             Invoke("ResetAttackPosition", 0.3f);
         }
     }
 }
Esempio n. 11
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	public override void AutoAttack (List<BattleCombatant> targetList) {
		//select the player with the lowest HP as the target
		target = getRandomTarget (targetList);
		AnimationInProgress = true;
		attackAnimationState = AttackAnimationState.NeedsToStart;
		startTimer();

	}
Esempio n. 12
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 public override void AutoAttack(List <BattleCombatant> targetList)
 {
     //select the player with the lowest HP as the target
     target = getRandomTarget(targetList);
     AnimationInProgress  = true;
     attackAnimationState = AttackAnimationState.NeedsToStart;
     startTimer();
 }
Esempio n. 13
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 public override void PlayAttackAnimation()
 {
     animator.enabled       = false;
     attackAnimationState   = AttackAnimationState.GOING_BACKWARDS;
     backwardsVector2Lerper = new Vector2Lerper(new Vector2(0f, 0f),
                                                -GetAttackingDirection() / 8, 0.3f);
     backwardsVector2Lerper.SetValues(new Vector2(0f, 0f),
                                      -GetAttackingDirection() / 8, true);
 }
Esempio n. 14
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	// Update is called once per frame
	public override void Update () {
		base.Update();

		// FF loses his shield when powered up
		if(!poweredUp) {
			// FF is shielded so long as the orphan is awake
			isShielded = !orphanShield.isSleeping;
		} else {
			isShielded = false;
		}

		switch(attackAnimationState) {
		case AttackAnimationState.NeedsToStart:
			GetComponent<Animator>().SetTrigger("FistPump");
			if(timerIsGreaterThan(0.5f)) {


				orphanRushParticles.time = 0;
				orphanRushParticles.Play();

				attackAnimationState = AttackAnimationState.InProgress;

				playSound(OrphanRushSound);

				orphanRushParticles = Instantiate(OrphanRushPrefab) as ParticleSystem;
				orphanRushParticles.transform.parent = transform;
				orphanRushParticles.transform.localPosition = new Vector3(2.0f, 0, 0);

				startTimer();
			}
			break;
		case AttackAnimationState.InProgress:
			if(timerIsGreaterThan(1.4f)) {
				if(target != null) {
					if(poweredUp == true) {
						// don't kill him on the first attack
						if(isFirstPoweredUpAttack) {
							target.Damage(target.HitPoints - 2);
							isFirstPoweredUpAttack = false;
						} else {
							target.Damage(52);
						}
					} else {
						target.Damage(23);
					}
				}

				stopTimer();
				attackAnimationState = AttackAnimationState.Off;
				AnimationInProgress = false;
			}
			break;
		}
		
	}
    private void Update()
    {
        #region 处理远端玩家动画的同步
        if (_attackAnimationState == AttackAnimationState.Execute)
        {
            remoteRoleAnimator.SetTrigger("toAttack");
            _attackAnimationState = AttackAnimationState.StandBy;
        }

        #endregion
    }
Esempio n. 16
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    private void animPrepareToSlam()
    {
        switch (attackAnimationState)
        {
        case AttackAnimationState.NeedsToStart:
            Vector2 launchForce = new Vector2(0f, 300f);

            originalBasketball.localPosition = new Vector2(0.18f, 0.21f);

            GetComponent <BoxCollider2D>().enabled = false;
            rigidbody2D.AddForce(launchForce);
            anim.SetTrigger("Dunking");

            attackAnimationState = AttackAnimationState.InProgress;

            break;

        case AttackAnimationState.InProgress:
            if (rigidbody2D.velocity.magnitude < 0.8)
            {
                anim.SetTrigger("Slamming");
                rigidbody2D.gravityScale = 0;

                originalBasketball.renderer.enabled = false;

                attacksketball.position         = transform.position + new Vector3(0.18f, 0.21f, 0.0f);
                basketballVelocity              = currentAttackTarget.transform.position - attacksketball.position;
                basketballVelocity             *= 2;
                attacksketball.renderer.enabled = true;
                playSound(throwSound);

                attackAnimationState = AttackAnimationState.Complete;
            }
            break;

        case AttackAnimationState.Complete:
            attacksketball.position = attacksketball.position + basketballVelocity * Time.fixedDeltaTime;

            if (attacksketball.position.x > (currentAttackTarget.transform.position.x - 0.1))
            {
                attacksketball.renderer.enabled = false;
                currentAttackTarget.Damage(currentAttack.Power);
                playSound(hitSound);
                currentAnimation     = AnimationSequence.ReturningFromSlamming;
                attackAnimationState = AttackAnimationState.NeedsToStart;
            }

            break;
        }
    }
Esempio n. 17
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    private void animLameBounce()
    {
        switch (attackAnimationState)
        {
        case AttackAnimationState.NeedsToStart:

            if (timerIsGreaterThan(1.0f))
            {
                initialPosition = transform.position;

                lameBounceVelocity  = (transform.position - Vector3.right / 2) - transform.position;
                lameBounceVelocity *= 3;

                playSound(hitSound);
                target.Damage(1);

                startTimer();
                attackAnimationState = AttackAnimationState.InProgress;
            }

            break;

        case AttackAnimationState.InProgress:
            transform.position = transform.position + lameBounceVelocity * Time.fixedDeltaTime;

            if (timerIsGreaterThan(0.1f))
            {
                attackAnimationState = AttackAnimationState.Complete;
                startTimer();
            }



            break;

        case AttackAnimationState.Complete:
            transform.position = initialPosition;

            if (timerIsGreaterThan(0.5f))
            {
                currentAnimation     = AnimationSequence.None;
                attackAnimationState = AttackAnimationState.Off;
                AnimationInProgress  = false;
            }

            break;
        }
    }
Esempio n. 18
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    private void Awake()
    {
        IdleAnimationState     = new IdleAnimationState(this);
        JumpAnimationState     = new JumpAnimationState();
        AttackAnimationState   = new AttackAnimationState();
        BlockAnimationState    = new BlockAnimationState();
        EvadeAnimationState    = new EvadeAnimationState();
        HitAnimationState      = new HitAnimationState();
        DieAnimationState      = new DieAnimationState();
        DanceAnimationState    = new DanceAnimationState();
        InteractAnimationState = new InteractAnimationState();
        MovementBlendTree      = new MovementBlendTree(this);

        SetupAnimations();

        mainAnimationState = IdleAnimationState;
    }
Esempio n. 19
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        protected override void Update()
        {
            if (attackAnimationState != AttackAnimationState.NOT_PLAYING)
            {
                if (target)
                {
                    UpdateAttackAnimation();
                }
                else
                {
                    ResetAttackPosition();
                    attackAnimationState = AttackAnimationState.NOT_PLAYING;
                }
            }

            base.Update();
        }
Esempio n. 20
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    public override void Attack(PlayerAttack attack, BattleCombatant target)
    {
        currentAttack       = attack;
        currentAttackTarget = target;

        if (attack.Name == "Slam Dunk")
        {
            AnimationInProgress  = true;
            currentAnimation     = AnimationSequence.PreparingToSlam;
            attackAnimationState = AttackAnimationState.NeedsToStart;
        }
        else if (attack.Name == "Gatorade\u2122 Sports Drink")
        {
            playSound(healSound);
            currentAttackTarget.Heal();
        }
    }
Esempio n. 21
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    private void animFlyTowardsTarget()
    {
        switch (attackAnimationState)
        {
        case AttackAnimationState.NeedsToStart:
            initialPosition = transform.position;

            GetComponent <JamesGasBehavior>().EnableFlightMode();

            attackAnimationState = AttackAnimationState.InProgress;

            break;

        case AttackAnimationState.InProgress:

            rigidbody2D.AddForce(new Vector2(0, 400) * Time.fixedDeltaTime);


            if (transform.position.y > 0.1f)
            {
                playSound(GasBlastSound);
                attackAnimationState = AttackAnimationState.Complete;
            }


            break;

        case AttackAnimationState.Complete:

            rigidbody2D.AddForce(currentAttackTarget.transform.position - transform.position
                                 * 250 * Time.fixedDeltaTime);

            if (transform.rotation.eulerAngles.z < 170 && transform.rotation.eulerAngles.z > 163)
            {
                currentAttackTarget.Damage(currentAttack.Power);


                currentAnimation     = AnimationSequence.FlyingBack;
                attackAnimationState = AttackAnimationState.NeedsToStart;
            }


            break;
        }
    }
Esempio n. 22
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    public override void AutoAttack(List <BattleCombatant> targetList)
    {
        if (currentChargeCount == chargesRequred)
        {
            targets              = targetList;
            AnimationInProgress  = true;
            currentAnimation     = AnimationSequence.LaserCharge;
            attackAnimationState = AttackAnimationState.NeedsToStart;

            currentChargeCount = 0;
        }
        else
        {
            currentChargeCount++;
        }

        StaffGlow.gravityModifier = Mathf.Lerp(-0.001f, -0.02f, currentChargeCount / (float)chargesRequred);
    }
Esempio n. 23
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    public override void Attack(PlayerAttack attack, BattleCombatant target)
    {
        currentAttack       = attack;
        currentAttackTarget = target;

        if (attack.Name == "Gas Blast")
        {
            initialPosition = transform.position;

            AnimationInProgress  = true;
            currentAnimation     = AnimationSequence.FlyingTowardsTarget;
            attackAnimationState = AttackAnimationState.NeedsToStart;
        }
        else if (attack.Name == "Can of Beans")
        {
            playSound(HealSound);
            currentAttackTarget.Heal();
        }
    }
Esempio n. 24
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    private void animJumpForward()
    {
        switch (attackAnimationState)
        {
        case AttackAnimationState.NeedsToStart:
            Vector2 launchVelocity = new Vector2(7f, 0f);

            setDragEnabled(false);

            //calculate the needed initial vertical speed to reach the target
            float dist = currentAttackTarget.transform.position.x - transform.position.x - 0.3f;
            float time = dist / launchVelocity.x;
            launchVelocity.y = Mathf.Abs(Physics2D.gravity.y) / 2 * time;

            // cheap hack to hit floating bosses
            if (currentAttackTarget.transform.position.y > transform.position.y + 0.2)
            {
                launchVelocity.y += 4f;
            }

            rigidbody2D.velocity = launchVelocity;
            attackAnimationState = AttackAnimationState.InProgress;
            GetComponent <Animator> ().SetBool("IsAttacking", true);
            break;

        case AttackAnimationState.InProgress:
            if (transform.position.x > currentAttackTarget.transform.position.x - 1f)
            {
                playSound(knifeSlash);
                currentAttackTarget.Damage(currentAttack.Power);
                attackAnimationState = AttackAnimationState.Complete;
            }
            break;

        case AttackAnimationState.Complete:
            if (rigidbody2D.velocity == Vector2.zero)
            {
                currentAnimation     = AnimationSequence.JumpBackward;
                attackAnimationState = AttackAnimationState.NeedsToStart;
            }
            break;
        }
    }
Esempio n. 25
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	private void animLaserCharge() {
		switch(attackAnimationState) {
		case AttackAnimationState.NeedsToStart:
			LaserCharge.Play();

			attackAnimationState = AttackAnimationState.InProgress;
			playSound(LaserChargeSound);
		
			break;
		case AttackAnimationState.InProgress:
			if(LaserCharge.time >= 2.5) {
				currentAnimation = AnimationSequence.LaserFire;
				attackAnimationState = AttackAnimationState.NeedsToStart;
				LaserFire.Stop();
			}
			
			break;
		}
	}
Esempio n. 26
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    private void animSalesPitch()
    {
        switch (attackAnimationState)
        {
        case AttackAnimationState.NeedsToStart:

            GetComponent <Animator>().SetFloat("Speed", 10);

            GetComponent <ConstantVelocity>().enabled  = true;
            GetComponent <ConstantVelocity>().velocity = Vector2.right * 3;

            attackAnimationState = AttackAnimationState.InProgress;
            break;

        case AttackAnimationState.InProgress:
            if (transform.position.x > currentAttackTarget.transform.position.x - 0.5f)
            {
                GetComponent <ConstantVelocity>().enabled = false;
                GetComponent <Animator>().SetFloat("Speed", 0);

                attackAnimationState = AttackAnimationState.Complete;
                salesPitchParticles.transform.position = transform.position;
                salesPitchParticles.time = 0;
                salesPitchParticles.Play();
                startTimer();
            }
            break;

        case AttackAnimationState.Complete:
            if (timerIsGreaterThan(1.0f))
            {
                currentAnimation     = AnimationSequence.JumpBackward;
                attackAnimationState = AttackAnimationState.NeedsToStart;

                currentAttackTarget.PutToSleep(currentAttack.Power);
            }

            break;
        }
    }
Esempio n. 27
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	private void animFlyTowardsTarget () {
		switch (attackAnimationState) {
		case AttackAnimationState.NeedsToStart:
			initialPosition = transform.position;

			GetComponent<JamesGasBehavior>().EnableFlightMode();

			attackAnimationState = AttackAnimationState.InProgress;

			break;
		case AttackAnimationState.InProgress:

			rigidbody2D.AddForce(new Vector2(0, 400) * Time.fixedDeltaTime);

			
			if(transform.position.y > 0.1f) {
				playSound(GasBlastSound);
				attackAnimationState = AttackAnimationState.Complete;
			}


			break;
		case AttackAnimationState.Complete:

			rigidbody2D.AddForce(currentAttackTarget.transform.position - transform.position
			                     * 250 * Time.fixedDeltaTime);

			if(transform.rotation.eulerAngles.z < 170 && transform.rotation.eulerAngles.z > 163) {
				currentAttackTarget.Damage(currentAttack.Power);


				currentAnimation = AnimationSequence.FlyingBack;
				attackAnimationState = AttackAnimationState.NeedsToStart;
			}


			break;
		}
	}
Esempio n. 28
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    private void animJumpBackward()
    {
        switch (attackAnimationState)
        {
        case AttackAnimationState.NeedsToStart:
            Vector2 launchVelocity = new Vector2(-7f, 0f);

            setDragEnabled(false);

            //calculate the needed initial vertical speed to reach the initial position
            float dist = initialPosition.x - transform.position.x;
            float time = dist / launchVelocity.x;
            launchVelocity.y = Mathf.Abs(Physics2D.gravity.y) / 2 * time;


            rigidbody2D.velocity = launchVelocity;

            attackAnimationState = AttackAnimationState.InProgress;
            GetComponent <Animator>().SetBool("IsAttacking", false);

            break;

        case AttackAnimationState.InProgress:
            if (transform.position.x < initialPosition.x + 0.2f)
            {
                rigidbody2D.velocity = Vector2.zero;
                currentAnimation     = AnimationSequence.None;
                attackAnimationState = AttackAnimationState.Off;
                AnimationInProgress  = false;

                // reset X position to inital value
                transform.position = new Vector3(initialPosition.x, transform.position.y, initialPosition.z);

                // reset drag to initial value
                setDragEnabled(true);
            }
            break;
        }
    }
Esempio n. 29
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    private void animFlyingBack()
    {
        switch (attackAnimationState)
        {
        case AttackAnimationState.NeedsToStart:

            rigidbody2D.AddForce(new Vector2(-400, 100) * Time.deltaTime);

            if (transform.position.x < initialPosition.x + 0.1f)
            {
                attackAnimationState = AttackAnimationState.InProgress;
            }

            break;

        case AttackAnimationState.InProgress:

            GetComponent <JamesGasBehavior>().DisableFlightMode();
            rigidbody2D.velocity = Vector2.zero;

            attackAnimationState = AttackAnimationState.Complete;


            break;

        case AttackAnimationState.Complete:

            if (transform.position.y < initialPosition.y + 0.2)
            {
                currentAnimation     = AnimationSequence.None;
                attackAnimationState = AttackAnimationState.Off;
                AnimationInProgress  = false;
                transform.position   = new Vector3(initialPosition.x, transform.position.y, transform.position.z);
            }

            break;
        }
    }
Esempio n. 30
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    private void animLaserCharge()
    {
        switch (attackAnimationState)
        {
        case AttackAnimationState.NeedsToStart:
            LaserCharge.Play();

            attackAnimationState = AttackAnimationState.InProgress;
            playSound(LaserChargeSound);

            break;

        case AttackAnimationState.InProgress:
            if (LaserCharge.time >= 3.0)
            {
                currentAnimation     = AnimationSequence.LaserFire;
                attackAnimationState = AttackAnimationState.NeedsToStart;
                LaserCharge.Stop();
            }

            break;
        }
    }
Esempio n. 31
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        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            // Attack animation
            if (AnimationState == AttackAnimationState.Starting)
            {
                if (RenderingPosition == RenderingPosition.Ally)
                    Position = new Vector2(Position.X + 3, Position.Y);
                else
                    Position = new Vector2(Position.X - 3, Position.Y);

                FrameCounter++;

                if (FrameCounter == FramesToApex)
                    AnimationState = AttackAnimationState.Ending;
            }
            else if (AnimationState == AttackAnimationState.Ending)
            {
                if (RenderingPosition == RenderingPosition.Ally)
                    Position = new Vector2(Position.X - 3, Position.Y);
                else
                    Position = new Vector2(Position.X + 3, Position.Y);

                FrameCounter--;

                if (FrameCounter == 0)
                    AnimationState = AttackAnimationState.Ended;
            }

            // Hit animation
            if (Hit)
            {
                if (FrameCounter == 0)
                    HitInvisible = !HitInvisible;
                FrameCounter++;
                if (FrameCounter == FlickerInterval)
                {
                    FrameCounter = 0;
                    FlickerCounter++;
                }
                if (FlickerCounter == FlickerDuration)
                {
                    FlickerCounter = 0;
                    Hit = false;
                    HitInvisible = false;
                }
            }
        }
Esempio n. 32
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	private void animJumpForward () {
		switch (attackAnimationState) {
		case AttackAnimationState.NeedsToStart:
			Vector2 launchVelocity = new Vector2 (7f, 0f);

			setDragEnabled(false);

			//calculate the needed initial vertical speed to reach the target
			float dist = currentAttackTarget.transform.position.x - transform.position.x - 0.3f;
			float time = dist / launchVelocity.x;
			launchVelocity.y = Mathf.Abs (Physics2D.gravity.y) / 2 * time;

			// cheap hack to hit floating bosses
			if(currentAttackTarget.transform.position.y > transform.position.y + 0.2) {
				launchVelocity.y += 4f;
			}

			rigidbody2D.velocity = launchVelocity;
			attackAnimationState = AttackAnimationState.InProgress;
			GetComponent<Animator> ().SetBool ("IsAttacking", true);
			break;
		case AttackAnimationState.InProgress:
			if (transform.position.x > currentAttackTarget.transform.position.x - 1f) {
				playSound (knifeSlash);
				currentAttackTarget.Damage (currentAttack.Power);
				attackAnimationState = AttackAnimationState.Complete;
			}
			break;
		case AttackAnimationState.Complete:
			if (rigidbody2D.velocity == Vector2.zero) {
				currentAnimation = AnimationSequence.JumpBackward;
				attackAnimationState = AttackAnimationState.NeedsToStart;
			}
			break;
		}
	}
Esempio n. 33
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    // Update is called once per frame
    public override void Update()
    {
        base.Update();

        // FF loses his shield when powered up
        if (!poweredUp)
        {
            // FF is shielded so long as the orphan is awake
            isShielded = !orphanShield.isSleeping;
        }
        else
        {
            isShielded = false;
        }

        switch (attackAnimationState)
        {
        case AttackAnimationState.NeedsToStart:
            GetComponent <Animator>().SetTrigger("FistPump");
            if (timerIsGreaterThan(0.5f))
            {
                orphanRushParticles.time = 0;
                orphanRushParticles.Play();

                attackAnimationState = AttackAnimationState.InProgress;

                playSound(OrphanRushSound);

                orphanRushParticles = Instantiate(OrphanRushPrefab) as ParticleSystem;
                orphanRushParticles.transform.parent        = transform;
                orphanRushParticles.transform.localPosition = new Vector3(2.0f, 0, 0);

                startTimer();
            }
            break;

        case AttackAnimationState.InProgress:
            if (timerIsGreaterThan(1.4f))
            {
                if (target != null)
                {
                    if (poweredUp == true)
                    {
                        // don't kill him on the first attack
                        if (isFirstPoweredUpAttack)
                        {
                            target.Damage(target.HitPoints - 2);
                            isFirstPoweredUpAttack = false;
                        }
                        else
                        {
                            target.Damage(52);
                        }
                    }
                    else
                    {
                        target.Damage(23);
                    }
                }

                stopTimer();
                attackAnimationState = AttackAnimationState.Off;
                AnimationInProgress  = false;
            }
            break;
        }
    }
Esempio n. 34
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	private void animJumpBackward() {
		switch(attackAnimationState) {
		case AttackAnimationState.NeedsToStart:
			Vector2 launchVelocity = new Vector2(-7f, 0f);

			setDragEnabled(false);
			
			//calculate the needed initial vertical speed to reach the initial position
			float dist = initialPosition.x - transform.position.x;
			float time = dist / launchVelocity.x;
			launchVelocity.y = Mathf.Abs(Physics2D.gravity.y) / 2 * time;
			
			
			rigidbody2D.velocity = launchVelocity;
			
			attackAnimationState = AttackAnimationState.InProgress;
			GetComponent<Animator>().SetBool("IsAttacking", false);
			
			break;
		case AttackAnimationState.InProgress:
			if(transform.position.x < initialPosition.x + 0.2f) {
				rigidbody2D.velocity = Vector2.zero;
				currentAnimation = AnimationSequence.None;
				attackAnimationState = AttackAnimationState.Off;
				AnimationInProgress = false;

				// reset X position to inital value
				transform.position = new Vector3(initialPosition.x, transform.position.y, initialPosition.z);
				
				// reset drag to initial value
				setDragEnabled(true);
			}
			break;
		}
	}
Esempio n. 35
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	private void animPrepareToSlam () {
		switch (attackAnimationState) {
		case AttackAnimationState.NeedsToStart:
			Vector2 launchForce = new Vector2 (0f, 300f);

			originalBasketball.localPosition = new Vector2(0.18f, 0.21f);

			GetComponent<BoxCollider2D>().enabled = false;
			rigidbody2D.AddForce(launchForce);
			anim.SetTrigger ("Dunking");

			attackAnimationState = AttackAnimationState.InProgress;

			break;
		case AttackAnimationState.InProgress:
			if (rigidbody2D.velocity.magnitude < 0.8) {
				anim.SetTrigger ("Slamming");
				rigidbody2D.gravityScale = 0;

				originalBasketball.renderer.enabled = false;

				attacksketball.position = transform.position + new Vector3(0.18f, 0.21f, 0.0f);
				basketballVelocity = currentAttackTarget.transform.position - attacksketball.position;
				basketballVelocity *= 2;
				attacksketball.renderer.enabled = true;
				playSound(throwSound);

				attackAnimationState = AttackAnimationState.Complete;
			}
			break;
		case AttackAnimationState.Complete:
			attacksketball.position = attacksketball.position + basketballVelocity * Time.fixedDeltaTime;

			if(attacksketball.position.x > (currentAttackTarget.transform.position.x - 0.1) ) {
				attacksketball.renderer.enabled = false;
				currentAttackTarget.Damage(currentAttack.Power);
				playSound(hitSound);
				currentAnimation = AnimationSequence.ReturningFromSlamming;
				attackAnimationState = AttackAnimationState.NeedsToStart;
			}

			break;
		}
	}
Esempio n. 36
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	public override void Attack(PlayerAttack attack, BattleCombatant target) {

		currentAttack = attack;
		currentAttackTarget = target;
		
		if(attack.Name == "Slam Dunk") {
			AnimationInProgress = true;
			currentAnimation = AnimationSequence.PreparingToSlam;
			attackAnimationState = AttackAnimationState.NeedsToStart;

		} else if(attack.Name == "Gatorade\u2122 Sports Drink") {
			playSound(healSound);
			currentAttackTarget.Heal();
		}

		
	}
Esempio n. 37
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	private void animReturningFromSlamming () {
		switch (attackAnimationState) {
		case AttackAnimationState.NeedsToStart:
			rigidbody2D.gravityScale = 1;
			GetComponent<BoxCollider2D>().enabled = true;

			attackAnimationState = AttackAnimationState.InProgress;
			
			break;
		case AttackAnimationState.InProgress:

			if(rigidbody2D.velocity.magnitude < 0.01f) {
				anim.SetTrigger("Finished");
				originalBasketball.transform.localPosition = originalBasketballLocalPos;
				originalBasketball.renderer.enabled = true;
				attackAnimationState = AttackAnimationState.Complete;
			}

			break;
		case AttackAnimationState.Complete:
			currentAnimation = AnimationSequence.None;
			attackAnimationState = AttackAnimationState.Off;
			AnimationInProgress = false;
			break;
		}
	}
 /// <summary>
 /// 处理同步动作响应
 /// </summary>
 /// <param name="data"></param>
 public override void OnResponse(string data)
 {
     _attackAnimationState = AttackAnimationState.Execute;
 }
Esempio n. 39
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	public override void Attack(PlayerAttack attack, BattleCombatant target) {
		currentAttack = attack;
		currentAttackTarget = target;

		if(attack.Name == "Fried Chicken Smoothie") {
			anim.Play("Jumping");
			playSound(healSound);
			currentAttackTarget.Heal();
		} else if(attack.Name == "All-Purpose Slice") {
			initialPosition = transform.position;
			AnimationInProgress = true;
			currentAnimation = AnimationSequence.JumpForward;
			attackAnimationState = AttackAnimationState.NeedsToStart;
		} else if(attack.Name == "Sales Pitch") {
			initialPosition = transform.position;
			AnimationInProgress = true;
			currentAnimation = AnimationSequence.SalesPitch;
			attackAnimationState = AttackAnimationState.NeedsToStart;
		}

	}
Esempio n. 40
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	private void animSalesPitch() {
		switch(attackAnimationState) {
		case AttackAnimationState.NeedsToStart:
			
			GetComponent<Animator>().SetFloat("Speed", 10);
			
			GetComponent<ConstantVelocity>().enabled = true;
			GetComponent<ConstantVelocity>().velocity =  Vector2.right * 3;
			
			attackAnimationState = AttackAnimationState.InProgress;
			break;
			
		case AttackAnimationState.InProgress:
			if(transform.position.x > currentAttackTarget.transform.position.x - 0.5f) {
				GetComponent<ConstantVelocity>().enabled = false;
				GetComponent<Animator>().SetFloat("Speed", 0);

				attackAnimationState = AttackAnimationState.Complete;
				salesPitchParticles.transform.position = transform.position;
				salesPitchParticles.time = 0;
				salesPitchParticles.Play();
				startTimer();
			}
			break;
		case AttackAnimationState.Complete:
			if (timerIsGreaterThan(1.0f)) {
				currentAnimation = AnimationSequence.JumpBackward;
				attackAnimationState = AttackAnimationState.NeedsToStart;

				currentAttackTarget.PutToSleep (currentAttack.Power);
			}
			
			break;
		}
	}
Esempio n. 41
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	public override void AutoAttack (List<BattleCombatant> targetList) {
		//select the player with the lowest HP as the target

		// allows you to call autoattack without a target
		// this is so we can trigger the orphanrush animation outside of the battle
		if(targetList != null) {
			target = targetList.OrderByDescending(t => t.HitPoints).First();
		}

		//if our HP is low, use the SUPER ORPHAN RUSH attack
		if(HitPoints / (float)MaxHitPoints < 0.2f) {
			orphanRushParticles.emissionRate = 15;
			poweredUp = true;
		} else {
			orphanRushParticles.emissionRate = 5;
			poweredUp = false;
		}

		AnimationInProgress = true;
		attackAnimationState = AttackAnimationState.NeedsToStart;
		startTimer();

	}
Esempio n. 42
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	private void animLameBounce() {
		switch(attackAnimationState) {
		case AttackAnimationState.NeedsToStart:

			if(timerIsGreaterThan(1.0f)) {

				initialPosition = transform.position;

				lameBounceVelocity = (transform.position - Vector3.right/2) - transform.position;
				lameBounceVelocity *= 3;

				playSound(hitSound);
				target.Damage(1);

				startTimer();
				attackAnimationState = AttackAnimationState.InProgress;
			}

			break;
		case AttackAnimationState.InProgress:
			transform.position = transform.position + lameBounceVelocity * Time.fixedDeltaTime;
			
			if(timerIsGreaterThan(0.1f)) {
				attackAnimationState = AttackAnimationState.Complete;
				startTimer();
			}


			
			break;
		case AttackAnimationState.Complete:
			transform.position = initialPosition;

			if(timerIsGreaterThan(0.5f)) {
				currentAnimation = AnimationSequence.None;
				attackAnimationState = AttackAnimationState.Off;
				AnimationInProgress = false;
			}

			break;
		}
	}
Esempio n. 43
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	public override void AutoAttack (List<BattleCombatant> targetList) {

		if(currentChargeCount == chargesRequred) {
			// do crazy attack

			targets = targetList;
			AnimationInProgress = true;
			currentAnimation = AnimationSequence.LaserCharge;
			attackAnimationState = AttackAnimationState.NeedsToStart;

			currentChargeCount = 0;
		} else {
			currentChargeCount++;

			// do a simple attack
			target = getWeakestTarget(targetList);

			AnimationInProgress = true;
			currentAnimation = AnimationSequence.LameBounce;
			attackAnimationState = AttackAnimationState.NeedsToStart;
			startTimer();


		}


	}
Esempio n. 44
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	public override void AutoAttack (List<BattleCombatant> targetList) {

		if(currentChargeCount == chargesRequred) {
			targets = targetList;
			AnimationInProgress = true;
			currentAnimation = AnimationSequence.LaserCharge;
			attackAnimationState = AttackAnimationState.NeedsToStart;

			currentChargeCount = 0;
		} else {
			currentChargeCount++;
		}

		StaffGlow.gravityModifier = Mathf.Lerp (-0.001f, -0.02f, currentChargeCount / (float)chargesRequred);


	}
Esempio n. 45
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	private void animLaserFire() {
		switch(attackAnimationState) {
		case AttackAnimationState.NeedsToStart:

			LaserFire.enableEmission = true;

			playSound(LaserFireSound);
			attackAnimationState = AttackAnimationState.InProgress;

			startTimer();
			
			break;
		case AttackAnimationState.InProgress:

			if(timerIsGreaterThan(2.5f)) {

				LaserFire.enableEmission = false;
				currentAnimation = AnimationSequence.None;
				attackAnimationState = AttackAnimationState.Off;

				targets.ForEach(t => t.Damage(t.MaxHitPoints - 1));

				AnimationInProgress = false;
			}

			break;
		}
	}
Esempio n. 46
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	private void animFlyingBack () {
		switch (attackAnimationState) {
		case AttackAnimationState.NeedsToStart:

			rigidbody2D.AddForce(new Vector2(-400, 100) * Time.deltaTime);

			if(transform.position.x < initialPosition.x + 0.1f) {
				attackAnimationState = AttackAnimationState.InProgress;
			}
			
			break;
		case AttackAnimationState.InProgress:

			GetComponent<JamesGasBehavior>().DisableFlightMode();
			rigidbody2D.velocity = Vector2.zero;

			attackAnimationState = AttackAnimationState.Complete;


			break;
		case AttackAnimationState.Complete:

			if(transform.position.y < initialPosition.y + 0.2) {
				currentAnimation = AnimationSequence.None;
				attackAnimationState = AttackAnimationState.Off;
				AnimationInProgress = false;
				transform.position = new Vector3(initialPosition.x, transform.position.y, transform.position.z);
			}

			break;
		}
	}
Esempio n. 47
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	public override void Attack(PlayerAttack attack, BattleCombatant target) {

		currentAttack = attack;
		currentAttackTarget = target;
		
		if(attack.Name == "Gas Blast") {
			initialPosition = transform.position;

			AnimationInProgress = true;
			currentAnimation = AnimationSequence.FlyingTowardsTarget;
			attackAnimationState = AttackAnimationState.NeedsToStart;

		} else if(attack.Name == "Can of Beans") {
			playSound(HealSound);
			currentAttackTarget.Heal();
			
		}

		
	}