Esempio n. 1
0
 private void die()
 {
     patrol.stopPatrol();
     idle.setIdle(true);
     dieAnim.die();
     Invoke("destroy", TIMING_DIE);         // a replacement for Destroy with time
 }
Esempio n. 2
0
 public void stop()
 {
     this.enabled = false;
     if (patrol == null)
     {
         walk.enabled = false;
         if (idle != null)
         {
             idle.setIdle(true);
         }
     }
 }
Esempio n. 3
0
 public void stopChasing()
 {
     if (!operable)
     {
         return;
     }
     stop = true;
     if (patrol == null)
     {
         body.velocity = Vector2.zero;
         walk.stopWalking();
         if (idle != null)
         {
             idle.setIdle(true);
         }
     }
 }
Esempio n. 4
0
    // Update is called once per frame
    void Update()
    {
        bool isIdle = true;

        // This sets the correct jump status when the player without jumping enters on free fall state.
        // Also corrects a sprite animation flickering when walking because the animation starts again
        // constantly after jump.resetStatus()
        if (exitedFromScenery && !jump.isJumping())
        {
            ChipmunkSegmentQueryInfo qinfo;
            // check if there is no shape below us
            Vector2 end = body.position + queryOffset;
            Chipmunk.SegmentQueryFirst(body.position, end, collisionLayersSkip, collisionGroupSkip, out qinfo);
            // if no handler it means no hit
            if (System.IntPtr.Zero == qinfo._shapeHandle)
            {
                jump.reset();                 // set state as if were jumping
            }
        }

        // jump
        if (Gamepad.Instance.isA())
        {
            walk.stop();
            jump.jump(lightJumpVelocity);
            // apply gain jump power. Only once per jump (handled in Jump component)
            if (Gamepad.Instance.isHardPressed(EnumButton.A))
            {
                jump.applyGain(gainJumpFactor);
            }
            isIdle = false;
        }

        // power up action
        if (powerUp != null && powerUp.ableToUse())
        {
            powerUp.action(gameObject);
        }

        // walk
        if (Gamepad.Instance.isLeft())
        {
            // is speed up button being pressed?
            if (Gamepad.Instance.isB())
            {
                walk.setGain(walk.speedUpFactor);
            }
            else
            {
                walk.setGain(1f);
            }
            walk.walk(-walkVelocity);
            fireDir = leftFireDir;
        }
        else if (Gamepad.Instance.isRight())
        {
            // is speed up button being pressed?
            if (Gamepad.Instance.isB())
            {
                walk.setGain(walk.speedUpFactor);
            }
            else
            {
                walk.setGain(1f);
            }
            walk.walk(walkVelocity);
            fireDir = rightFireDir;
        }
        if (walk.isWalking())
        {
            isIdle = false;
        }

        // crouch
        if (Gamepad.Instance.isDown())
        {
            crouch.crouch();
            isIdle = false;
        }
        else
        {
            crouch.noCrouch();
        }

        // look upwards/downwards
        if (!jump.isJumping())
        {
            if (Gamepad.Instance.isUp())
            {
                lookDirections.lookUpwards();
                isIdle = false;
            }
            else
            {
                lookDirections.restore();
            }
        }
        else
        {
            lookDirections.lockYWhenJumping();
        }

        // finally only if not doing any action then set idle state
        if (isIdle)
        {
            idle.setIdle(false);
        }
    }
Esempio n. 5
0
    // Update is called once per frame
    void Update()
    {
        // this set the correct jump status when the player without jumping enters on free fall state
        // and also correct a sprite animation flickering when walking because the animation starts again
        // constantly after jump.resetStatus()
        if (exitedFromScenery && !jump.IsJumping())
        {
            // check if there is no shape below us
            ChipmunkSegmentQueryInfo qinfo;
            Vector2 end = body.position + queryOffset;
            Chipmunk.SegmentQueryFirst(body.position, end, collisionLayers, collisionGroupSkip, out qinfo);
            // if no handler it means no hit
            if (System.IntPtr.Zero == qinfo._shapeHandle)
            {
                // set state as if were jumping
                jump.resetStatus();
            }
        }

        bool isIdle = true;

        // jump
        if (Gamepad.isA() || Input.GetButton("Jump"))
        {
            walk.stopWalking();             // it resets walk behavior
            jump.jump(lightJumpVelocity);
            // apply gain jump power. Only once per jump (handled in Jump component)
            if (Gamepad.isHardPressed(EnumButton.A))
            {
                jump.applyGain(gainJumpFactor);
            }
            isIdle = false;
        }

        // power up action
        if (powerUp != null && powerUp.ableToUse())
        {
            powerUp.action(gameObject);
        }

        // move
        walk.enableWalking();
        if (Gamepad.isLeft() || Input.GetAxis("Horizontal") < -0.1f)
        {
            walk.walk(-walkVelocity);
            fireDir = leftFireDir;
            isIdle  = false;
            // enable move speed after a wall collision if intended moving direction changes
            if (signCollision > 0f)
            {
                restoreWalkVel();
            }
        }
        else if (Gamepad.isRight() || Input.GetAxis("Horizontal") > 0.1f)
        {
            walk.walk(walkVelocity);
            fireDir = rightFireDir;
            isIdle  = false;
            // enable move speed after a wall collision if intended moving direction changes
            if (signCollision < 0f)
            {
                restoreWalkVel();
            }
        }
        else
        {
            // if no movement input then set correct internal status
            walk.stopWalking();
        }

        // crouch
        if (Gamepad.isDown() || Input.GetAxis("Vertical") < -0.1f)
        {
            crouch.crouch();
            isIdle = false;
        }
        else
        {
            crouch.noCrouch();
        }

        // look upwards
        if (!jump.IsJumping())
        {
            if (Gamepad.isUp() || Input.GetAxis("Vertical") > 0.1f)
            {
                lookUpwards.lookUpwards();
                isIdle = false;
            }
            else
            {
                lookUpwards.restore();
            }
        }
        else
        {
            lookUpwards.lockYWhenJumping();
        }

        // finally only if no doing any action then set idle state
        if (isIdle)
        {
            idle.setIdle(false);
        }
    }