public override void Update() { base.Update(); timer += Time.deltaTime; //Adjust value for deadzone of controller (maybe sensitivity meter in options) if (Math.Abs(m_HorizontalAxis) >= 0.1f) { m_NextState = new BattleWalk(m_Character); } if (m_LightAttackButton == true) { if (m_VerticalAxis < -0.1f) m_NextState = new BattleLightAttackDown(m_Character); else m_NextState = new BattleLightAttackUp(m_Character); } if (m_HeavyAttackButton == true) { if (m_VerticalAxis < -0.1f) m_NextState = new BattleHeavyAttackDown(m_Character); else m_NextState = new BattleHeavyAttackUp(m_Character); } if (m_BattleButton == true && timer > 0.5f) { m_NextState = new MovementIdle(m_Character); } }
public void Land() { if (!(m_Character as PlayerCharacterController).m_StandsInWater) { FMOD_StudioSystem.instance.PlayOneShot("event:/Darien/darien_land", m_Character.transform.position); } else { FMOD_StudioSystem.instance.PlayOneShot("event:/Darien/darien_waterland", m_Character.transform.position); } if (Math.Abs(m_Character.m_TotalForce.x) < 0.001f) { m_NextState = new BattleIdle(m_Character); } else { m_NextState = new BattleWalk(m_Character); } }
public override void Update() { base.Update(); if (m_Character.m_WallHitInfo.point.x > m_Character.transform.position.x && Math.Sign(m_HorizontalAxis) == -1) { m_NextState = new BattleWalk(m_Character); m_Character.transform.position -= new Vector3(0.05f, 0.0f, 0.0f); } if (m_Character.m_WallHitInfo.point.x < m_Character.transform.position.x && Math.Sign(m_HorizontalAxis) == 1) { m_NextState = new BattleWalk(m_Character); m_Character.transform.position += new Vector3(0.05f, 0.0f, 0.0f); } if (m_HorizontalAxis == 0.0f) { m_NextState = new BattleWalk(m_Character); } }
public override void Update() { base.Update(); timer += Time.deltaTime; //Adjust value for deadzone of controller (maybe sensitivity meter in options) if (Math.Abs(m_HorizontalAxis) >= 0.1f) { m_NextState = new BattleWalk(m_Character); } if (m_LightAttackButton == true) { if (m_VerticalAxis < -0.1f) { m_NextState = new BattleLightAttackDown(m_Character); } else { m_NextState = new BattleLightAttackUp(m_Character); } } if (m_HeavyAttackButton == true) { if (m_VerticalAxis < -0.1f) { m_NextState = new BattleHeavyAttackDown(m_Character); } else { m_NextState = new BattleHeavyAttackUp(m_Character); } } if (m_BattleButton == true && timer > 0.5f) { m_NextState = new MovementIdle(m_Character); } }
public override void Update() { base.Update(); timer += Time.deltaTime; if (Math.Abs(m_HorizontalAxis) >= 0.1f) { if (Math.Sign(m_HorizontalAxis) == m_Ortientation && m_Character is PlayerCharacterController) { (m_Character as PlayerCharacterController).m_ComboState = new ForwardState(m_Character, (m_Character as PlayerCharacterController).m_ComboState); } m_NextState = new BattleWalk(m_Character); if (Math.Sign(m_HorizontalAxis) != m_Ortientation && m_Character is PlayerCharacterController) { (m_Character as PlayerCharacterController).m_ComboState = new BackState(m_Character, (m_Character as PlayerCharacterController).m_ComboState); } m_NextState = new BattleWalk(m_Character); } if (m_LightAttackButton == true) { if (m_VerticalAxis < -0.1f) { m_NextState = new BattleLightAttackDown(m_Character); } else { m_NextState = new BattleLightAttackUp(m_Character); } } if (m_HeavyAttackButton == true) { if (m_VerticalAxis < -0.1f) { m_NextState = new BattleHeavyAttackDown(m_Character); } else { m_NextState = new BattleHeavyAttackUp(m_Character); } } if (m_JumpButton == true) { if (Math.Sign(m_HorizontalAxis) == Math.Sign(m_Character.transform.localScale.x)) { m_Character.m_CurrentState = new BattleStepBack(m_Character); } else { m_Character.m_CurrentState = new BattleDash(m_Character); } } if (m_BlockButton == true) { m_ButtonTimer += Time.deltaTime; if (m_ButtonTimer >= 0.01f) { if (m_VerticalAxis < -0.1f) { m_Character.GetComponent <Animator>().SetBool("BlockDown", true); m_NextState = new BattleBlockDown(m_Character); } else { m_Character.GetComponent <Animator>().SetBool("BlockUp", true); m_NextState = new BattleBlockUp(m_Character); } } } if (m_BlockButtonUp) { if (m_VerticalAxis < -0.1f) { m_Character.GetComponent <Animator>().SetTrigger("ParryDown"); m_NextState = new BattleParryDown(m_Character); } else { m_Character.GetComponent <Animator>().SetTrigger("ParryUp"); m_NextState = new BattleParryUp(m_Character); } } if (m_Character.m_Opponent == null) { m_NextState = new MovementIdle(m_Character); } }
public override void Update() { base.Update(); m_Character.GetComponent <Animator>().SetFloat("VelocityX", Math.Abs(m_Character.m_TotalForce.x)); if (Math.Sign(m_HorizontalAxis) == 1) { m_Character.m_FacingRight = true; } if (Math.Sign(m_HorizontalAxis) == -1) { m_Character.m_FacingRight = false; } m_Character.m_TotalForce = new Vector3(m_Velocity, 0.0f, 0.0f); if (m_PlaneShiftButton > 0.0f) { m_NextState = new MovementPlaneShift(m_Character); } else { if (Math.Abs(m_Velocity) == 0.0f && m_HorizontalAxis == 0.0f) { m_NextState = new MovementIdle(m_Character); } if (m_JumpButton == true) { m_NextState = new MovementJump(m_Character); } if (m_Character.m_Opponent != null) { m_NextState = new BattleWalk(m_Character); } if (m_LightAttackButton == true) { if (m_VerticalAxis < -0.1f) { m_NextState = new MovementLightAttackDown(m_Character); } else { m_NextState = new MovementLightAttackUp(m_Character); } } if (m_HeavyAttackButton == true) { if (m_VerticalAxis < -0.1f) { m_NextState = new MovementHeavyAttackDown(m_Character); } else { m_NextState = new MovementHeavyAttackUp(m_Character); } } if (m_BlockButton == true) { if (m_VerticalAxis < -0.1f) { m_Character.GetComponent <Animator>().SetBool("BlockDown", true); m_NextState = new MovementBlockDown(m_Character); } else { m_Character.GetComponent <Animator>().SetBool("BlockUp", true); m_NextState = new MovementBlockUp(m_Character); } } } }
public override void Update() { base.Update(); timer += Time.deltaTime; if (Math.Abs(m_HorizontalAxis) >= 0.1f) { if (Math.Sign(m_HorizontalAxis) == m_Ortientation && m_Character is PlayerCharacterController) { (m_Character as PlayerCharacterController).m_ComboState = new ForwardState(m_Character, (m_Character as PlayerCharacterController).m_ComboState); } m_NextState = new BattleWalk(m_Character); if (Math.Sign(m_HorizontalAxis) != m_Ortientation && m_Character is PlayerCharacterController) { (m_Character as PlayerCharacterController).m_ComboState = new BackState(m_Character, (m_Character as PlayerCharacterController).m_ComboState); } m_NextState = new BattleWalk(m_Character); } if (m_LightAttackButton == true) { if (m_VerticalAxis < -0.1f) m_NextState = new BattleLightAttackDown(m_Character); else m_NextState = new BattleLightAttackUp(m_Character); } if (m_HeavyAttackButton == true) { if (m_VerticalAxis < -0.1f) m_NextState = new BattleHeavyAttackDown(m_Character); else m_NextState = new BattleHeavyAttackUp(m_Character); } if (m_JumpButton == true) { if (Math.Sign(m_HorizontalAxis) == Math.Sign(m_Character.transform.localScale.x)) { m_Character.m_CurrentState = new BattleStepBack(m_Character); } else { m_Character.m_CurrentState = new BattleDash(m_Character); } } if (m_BlockButton == true) { m_ButtonTimer += Time.deltaTime; if (m_ButtonTimer >= 0.01f) { if (m_VerticalAxis < -0.1f) { m_Character.GetComponent<Animator>().SetBool("BlockDown", true); m_NextState = new BattleBlockDown(m_Character); } else { m_Character.GetComponent<Animator>().SetBool("BlockUp", true); m_NextState = new BattleBlockUp(m_Character); } } } if (m_BlockButtonUp) { if (m_VerticalAxis < -0.1f) { m_Character.GetComponent<Animator>().SetTrigger("ParryDown"); m_NextState = new BattleParryDown(m_Character); } else { m_Character.GetComponent<Animator>().SetTrigger("ParryUp"); m_NextState = new BattleParryUp(m_Character); } } if(m_Character.m_Opponent == null) { m_NextState = new MovementIdle(m_Character); } }
public override void Update() { base.Update(); m_Character.GetComponent<Animator>().SetFloat("VelocityX", Math.Abs(m_Character.m_TotalForce.x)); if (Math.Sign(m_HorizontalAxis) == 1) { m_Character.m_FacingRight = true; } if (Math.Sign(m_HorizontalAxis) == -1) { m_Character.m_FacingRight = false; } m_Character.m_TotalForce = new Vector3(m_Velocity, 0.0f, 0.0f); if (m_PlaneShiftButton > 0.0f) { m_NextState = new MovementPlaneShift(m_Character); } else { if (Math.Abs(m_Velocity) == 0.0f && m_HorizontalAxis == 0.0f) { m_NextState = new MovementIdle(m_Character); } if (m_JumpButton == true) { m_NextState = new MovementJump(m_Character); } if (m_Character.m_Opponent != null) { m_NextState = new BattleWalk(m_Character); } if (m_LightAttackButton == true) { if (m_VerticalAxis < -0.1f) m_NextState = new MovementLightAttackDown(m_Character); else m_NextState = new MovementLightAttackUp(m_Character); } if (m_HeavyAttackButton == true) { if (m_VerticalAxis < -0.1f) m_NextState = new MovementHeavyAttackDown(m_Character); else m_NextState = new MovementHeavyAttackUp(m_Character); } if (m_BlockButton == true) { if (m_VerticalAxis < -0.1f) { m_Character.GetComponent<Animator>().SetBool("BlockDown", true); m_NextState = new MovementBlockDown(m_Character); } else { m_Character.GetComponent<Animator>().SetBool("BlockUp", true); m_NextState = new MovementBlockUp(m_Character); } } } }