Esempio n. 1
0
    public override bool ActionStart()
    {
        anim  = GetComponent <CompAnimation>();
        audio = GetComponent <CompAudio>();
        move  = GetComponent <Movement_Action>();

        movement_ctrl      = GetLinkedObject("player_obj").GetComponent <MovementController>();
        characters_manager = GetLinkedObject("player_obj").GetComponent <CharactersManager>();
        state  = BWA_STATE.PRE_APPLY;
        target = GetLinkedObject("target");
        player = target.GetComponent <CharactersManager>();

        if (player == null)
        {
            Debug.Log("[error] Attack Action Start: Player is null!");
        }

        if (player.dying == false)
        {
            state = BWA_STATE.PRE_APPLY;
            Debug.Log("Wide attack anim play", Department.IA);
            GetComponent <CompAnimation>().PlayAnimationNode("WideAttack");
            GetComponent <CompAnimation>().SetClipDuration("WideAttack", preparation_time / apply_damage_point);
            GetComponent <CompAudio>().PlayEvent("AttackPreparation");
        }

        return(true);
    }
Esempio n. 2
0
    public override ACTION_RESULT ActionUpdate()
    {
        if (player.dying)
        {
            Debug.Log("DON'T ATTACK PLAYER", Department.PLAYER, Color.ORANGE);
            return(ACTION_RESULT.AR_FAIL); //Player is dead, don't attack
        }

        if (state == BWA_STATE.PRE_APPLY && GetComponent <CompAnimation>().IsAnimOverXTime(apply_damage_point))
        {
            anim.SetClipDuration("WideAttack", (attack_duration / (1.0f - apply_damage_point)));

            state = BWA_STATE.POST_APPLY;

            int enemy_tile_x = move.GetCurrentTileX();
            int enemy_tile_y = move.GetCurrentTileY();

            movement_ctrl.GetPlayerPos(out int player_tile_x, out int player_tile_y);
            audio.PlayEvent("BossSwordSwing");

            switch (move.GetDirection())
            {
            case Movement_Action.Direction.DIR_WEST:
                if ((enemy_tile_x - 1 == player_tile_x || enemy_tile_x == player_tile_x) && (player_tile_y == enemy_tile_y || player_tile_y == enemy_tile_y - 1 || player_tile_y == enemy_tile_y + 1))
                {
                    characters_manager.GetDamage(damage);
                }
                break;

            case Movement_Action.Direction.DIR_EAST:
                if ((enemy_tile_x + 1 == player_tile_x || enemy_tile_x == player_tile_x) && (player_tile_y == enemy_tile_y || player_tile_y == enemy_tile_y - 1 || player_tile_y == enemy_tile_y + 1))
                {
                    characters_manager.GetDamage(damage);
                }
                break;

            case Movement_Action.Direction.DIR_NORTH:
                if ((enemy_tile_y - 1 == player_tile_y || enemy_tile_y == player_tile_y) && (player_tile_x == enemy_tile_x || player_tile_x == enemy_tile_x - 1 || player_tile_x == enemy_tile_x + 1))
                {
                    characters_manager.GetDamage(damage);
                }
                break;

            case Movement_Action.Direction.DIR_SOUTH:
                if ((enemy_tile_y + 1 == player_tile_y || enemy_tile_y == player_tile_y) && (player_tile_x == enemy_tile_x || player_tile_x == enemy_tile_x - 1 || player_tile_x == enemy_tile_x + 1))
                {
                    characters_manager.GetDamage(damage);
                }
                break;
            }
        }
        else if (state == BWA_STATE.POST_APPLY && anim.IsAnimationStopped("WideAttack"))
        {
            state = BWA_STATE.WAITING;
            return(ACTION_RESULT.AR_SUCCESS);
        }
        return(ACTION_RESULT.AR_IN_PROGRESS);
    }