Esempio n. 1
0
 // Update is called once per frame
 void Update()
 {
     if (Input.GetButtonDown("Fire1"))
     {
         m_Client.Attack();
     }
 }
Esempio n. 2
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.UpArrow))
        {
            player_.Jump();
        }
        if (Input.GetMouseButton(0))
        {
            tap_seconds_ += Time.deltaTime;
        }
        else
        {
            // タップを離した時間が一定以下なら攻撃
            if (tap_seconds_ > 0 && tap_seconds_ < attack_judgs_econds_)
            {
                player_.Attack();
            }
            tap_seconds_ = 0.0f;
        }

        if (tap_seconds_ > attack_judgs_econds_ && floatingJoystick_.Horizontal < 0)
        {
            player_.MoveBack();
        }
        if (tap_seconds_ > attack_judgs_econds_ && floatingJoystick_.Horizontal > 0)
        {
            player_.MoveFront();
        }
        if (tap_seconds_ > attack_judgs_econds_ && floatingJoystick_.Vertical > 0.5)
        {
            player_.Jump();
        }
    }
Esempio n. 3
0
    private void Attack(CharacterBase attacker, CharacterBase defender)
    {
        int dmg = attacker.Attack(() => {
            // if both units are still alive, set next state
            if (attacker.healthSystem.health > 0 && defender.healthSystem.health > 0)
            {
                battleState = battleState == BattleStates.PlayerAttack ? BattleStates.EnemyTurn : BattleStates.PlayerTurn;
            }
        });

        defender.healthSystem.Damage(dmg);
        if (defender.healthSystem.health <= 0)
        {
            battleState = battleState == BattleStates.PlayerAttack ? BattleStates.EnemyDead : BattleStates.PlayerDead;
        }
    }
Esempio n. 4
0
 protected void Attack()
 {
     character_.Attack();
 }