Esempio n. 1
0
    // Update is called once per frame
    void Update()
    {
        if (!paused)
        {
            float translateX = Input.GetAxis("Horizontal") * vitesse;


            if (translateX > 0)
            {
                direction = 1;
                if (!facingRight)
                {
                    Flip();
                }
            }
            else if (translateX < 0)
            {
                direction = -1;
                if (facingRight)
                {
                    Flip();
                }
            }


            if (Input.GetMouseButtonDown(0))
            {
                HandleClick(leftHand, tentacleAnims.Length > 0 ? tentacleAnims[0] : null);
            }

            if (Input.GetMouseButtonDown(1))
            {
                HandleClick(rightHand, tentacleAnims.Length > 1 ? tentacleAnims[1] : null);
            }


            if (translateX == 0f)
            {
                rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y);
                anim.Play("Iddle");
            }
            else
            {
                footstepSoundacc += Time.deltaTime;
                rb.velocity       = new Vector2(translateX, rb.velocity.y);
                if (anim.currentAnimation != "Run" && grounded)
                {
                    anim.Play("Run");
                }
                if (anim.currentAnimation != "DashFwd" && !grounded &&
                    (rb.velocity.x > 0 && facingRight ||
                     (rb.velocity.x < 0 && !facingRight)))
                {
                    anim.Play("DashFwd");
                }
                if (anim.currentAnimation != "DashBack" && !grounded &&
                    (rb.velocity.x > 0 && !facingRight ||
                     (rb.velocity.x < 0 && facingRight)))
                {
                    anim.Play("DashBack");
                }
            }
            if (footstepSoundacc > footstepDelay && grounded)
            {
                footstepSoundacc = 0;
                playFootstep(0.3f);
            }

            if (Input.GetKeyDown(KeyCode.K))
            {
                die();
            }

            rb.freezeRotation = true;
        }
    }
Esempio n. 2
0
    // Update is called once per frame
    void Update()
    {
        BoxCollider2D bc = gameObject.GetComponent <BoxCollider2D> ();

        if (this.transform.position.x < -6 && onLeft)
        {
            GetComponent <SpriteRenderer> ().flipX = true;
            onLeft = false;
        }
        else if (this.transform.position.x > 6 && !onLeft)
        {
            GetComponent <SpriteRenderer> ().flipX = false;
            onLeft = true;
        }

        /*if (onLeft) {
         *  rb.velocity = new Vector2 (-1 * vitesse, rb.velocity.y);
         * } else {
         *  rb.velocity = new Vector2 (1 * vitesse, rb.velocity.y);
         * }*/

        if (tentacleAnim != null && tentacleAnim.IKBase != null)
        {
            tentacleAnim.IKBase.transform.position          = this.transform.position + new Vector3(Mathf.Cos(Time.time * 1.5f + mode) * 2, Mathf.Sin(Time.time + mode) * 2, 1);
            tentacleAnim.IKTipOfTentacle.transform.position = this.transform.position + new Vector3(Mathf.Sin(Time.time * 1.5f + mode) * 2.5f, Mathf.Sin(Time.time + mode) * 2.5f, 1);

            accumulator -= Time.deltaTime;
            if (accumulator <= 0)
            {
                if (mode == 1 && grounded)
                {
                    Vector2 orientation = (tentacleAnim.IKBase.transform.position - this.transform.position).normalized;
                    rb.AddForce(new Vector2(orientation.x * 200, orientation.y * 200));
                    Debug.Log("Going toward " + orientation);
                    this.AnimateOverTime01(0.4f, j => {
                        Vector2 destination = (Vector2)transform.position - orientation;
                        tentacleAnim.IKTipOfTentacle.position = Vector3.Lerp(
                            tentacleAnim.IKTipOfTentacle.position,
                            destination,
                            j
                            );
                    });
                }
                if (mode == 2)
                {
                    //t = GameObject.Instantiate (attackTentaclePrefab);
                }
                if (mode == 3)
                {
                    // t = GameObject.Instantiate (shieldTentaclePrefab);
                }
                accumulator = attackCooldown + attackCooldown * UnityEngine.Random.Range(0, 1);
            }
        }
        if (grounded && mode == 1)
        {
            rb.freezeRotation = true;
        }
        if (rb.velocity.magnitude < 0.1f)
        {
            if (animation.currentAnimation != "Iddle")
            {
                animation.Play("Iddle");
            }
        }
        else
        {
            if (animation.currentAnimation != "Run")
            {
                animation.Play("Run");
            }
        }

        if (life.GetHp() <= 0)
        {
            life.SetHp(0);
            Die();
        }
    }