// Update is called once per frame void Update() { // get pick up item input if (InputMgr.GetButton((int)m_input.m_nbPlayer, InputMgr.eButton.GRAB) && !IsGrabing) { if (WeaponList.Count > 0) { PickupWeapon(); } } IsGrabing = InputMgr.GetButton((int)m_input.m_nbPlayer, InputMgr.eButton.GRAB); switch (m_attack.EquipWeap) { case PlayerAttack.eWeapon.Pistol: m_weapon.PickPistol(); break; case PlayerAttack.eWeapon.Saber: m_weapon.PickSaber(); break; default: m_weapon.Drop(); break; } }
// ====================================================================================== // PROTECTED MEMBERS // ====================================================================================== override protected void UpdatePhase() { // reset triggers when button released m_dashTrigger = !InputMgr.GetButton((int)m_nbPlayer, InputMgr.eButton.DASH) || m_dashTrigger; m_jumpTrigger = !InputMgr.GetButton((int)m_nbPlayer, InputMgr.eButton.JUMP) || m_jumpTrigger; m_grabTrigger = !InputMgr.GetButton((int)m_nbPlayer, InputMgr.eButton.GRAB) || m_grabTrigger; m_tossTrigger = !InputMgr.GetButton((int)m_nbPlayer, InputMgr.eButton.TOSS) || m_tossTrigger; m_attackTrigger = !InputMgr.GetButton((int)m_nbPlayer, InputMgr.eButton.ATTACK) || m_attackTrigger; }
// ====================================================================================== override public bool GetGrab() { if (m_grabTrigger && InputMgr.GetButton((int)m_nbPlayer, InputMgr.eButton.GRAB)) { m_grabTrigger = false; return(true); } return(false); }
// ====================================================================================== override public bool GetAttack() { if (m_attackTrigger && InputMgr.GetButton((int)m_nbPlayer, InputMgr.eButton.ATTACK)) { m_attackTrigger = false; return(true); } return(false); }
// ====================================================================================== override public bool GetToss() { if (m_tossTrigger && InputMgr.GetButton((int)m_nbPlayer, InputMgr.eButton.TOSS)) { m_tossTrigger = false; return(true); } return(false); }
// ====================================================================================== override public bool GetJump() { if (m_jumpTrigger && InputMgr.GetButton((int)m_nbPlayer, InputMgr.eButton.JUMP)) { m_jumpTrigger = false; return(true); } return(false); }
// ====================================================================================== override public bool GetDash() { if (m_dashTrigger && InputMgr.GetButton((int)m_nbPlayer, InputMgr.eButton.DASH)) { m_dashTrigger = false; return(true); } return(false); }
// ====================================================================================== public void Update() { #if UNITY_EDITOR m_useAnimation = m_animator != null; if (!Application.isPlaying) { return; } #endif if (GameMgr.IsGameOver) { return; } float horizontal = 0, vertical = 0; bool doJump = false, doDash = false; if (!isStunned) { // get input horizontal = InputMgr.GetAxis((int)m_player, InputMgr.eAxis.HORIZONTAL); //Input.GetAxis("Horizontal"); vertical = InputMgr.GetAxis((int)m_player, InputMgr.eAxis.VERTICAL); //Input.GetAxis("Vertical"); doJump = InputMgr.GetButton((int)m_player, InputMgr.eButton.JUMP); //Input.GetButtonDown("Jump"); doDash = InputMgr.GetButton((int)m_player, InputMgr.eButton.DASH); //Input.GetButtonDown("Dash"); // get pick up item input if (InputMgr.GetButton((int)m_player, InputMgr.eButton.GRAB) && !grabButtonPressed) { if (WeaponList.Count > 0) { PickupWeapon(); } } grabButtonPressed = InputMgr.GetButton((int)m_player, InputMgr.eButton.GRAB); // get throw item input if (InputMgr.GetButton((int)m_player, InputMgr.eButton.TOSS)) { if (EquippedWeapon != WeaponPickup.WeaponType.FISTS) { ThrowWeapon(); } } // get attack input if (InputMgr.GetButton((int)m_player, InputMgr.eButton.ATTACK) && !isAttacking) { isAttacking = true; switch (EquippedWeapon) { case WeaponPickup.WeaponType.FISTS: PunchAttack(); break; case WeaponPickup.WeaponType.SABER: SaberAttack(); break; case WeaponPickup.WeaponType.PISTOL: PistolAttack(); break; } } } // update position UpdateTransform(horizontal, vertical, doJump, doDash); // OBS: UptadeAnimator MAYBE is OUT OF DATE!!!! // TODO: Test with anims and update if necessary if (m_useAnimation) { m_animator.SetState(m_state); m_animator.SetDirection(m_direction); } }