private void Inputs() { if (Input.GetKey(KeyCode.Space) && _isGrounded) { _isJumping = true; Jump?.Invoke(); } if (Input.GetKeyDown(KeyCode.LeftShift) && !_beganFall && _isMoving) { _isSprinting = true; Sprint?.Invoke(); } if (Input.GetKeyUp(KeyCode.LeftShift) && !_beganFall) { _isSprinting = false; if (_isMoving) { StartRunning?.Invoke(); } else { Idle?.Invoke(); } } if (Input.GetKeyDown(KeyCode.Mouse0) && !cooldown) { loadout.UseEquppiedAbility(transform, abilityTarget); StartCoroutine(Cooldown()); } //if (Input.GetKeyDown(KeyCode.F)) loadout.EquipAbility(_newAbilityToTest); if (Input.GetKeyDown(KeyCode.Tab)) { abilityTarget = transform; } }
private void CheckIfStartedMoving() { if (_isMoving == false) { StartRunning?.Invoke(); Debug.Log("Started"); } _isMoving = true; }
private void OnSprintRelease() { _isSprinting = false; _movement.IsSprinting = false; if (_isMoving && _movement.IsGrounded == true) { StartRunning?.Invoke(); //Debug.Log("Started Running"); } }
private void CheckIfLanded() { if (controller.isGrounded && _isAirborne) { StartRunning?.Invoke(); Debug.Log("Landed"); _isAirborne = false; _isFalling = false; } }
private void CheckIfStartedMoving() { if (_isMoving == false) { // our velocity says we're moving but we previously were not //this means we've started moving! StartRunning?.Invoke(); Debug.Log("Started"); } _isMoving = true; }
private void CheckIfStartedMoving() { if ((!_isRunning || _health.TakenDamage) && controller.isGrounded && !_isFalling && !_takingDamage) { StartRunning?.Invoke(); _isRunning = true; _isSprinting = false; _health.TakenDamage = false; StartCoroutine(RunningSteps()); } }
// cancels sprint by setting back flag, and resumes running if still grounded private void CancelSprint() { if (IsSprinting) { IsSprinting = false; } if (Grounded() && IsRunning && _canSprint) { StartRunning?.Invoke(); } }
private void CheckIfStartedMoving() { if (_isJumping || _beganFall || _isSprinting) { return; } if (!_isMoving) { StartRunning?.Invoke(); } _isMoving = true; }
private void CheckIfStartedMoving() { if (_isMoving == false && _movement.IsGrounded == true) { if (_isSprinting) { StartSprinting?.Invoke(); //Debug.Log("Started Sprinting"); } else { StartRunning?.Invoke(); //Debug.Log("Started Running"); } } _isMoving = true; }
public void Start(string fileName) { #region Early Termination Checks if (string.IsNullOrWhiteSpace(fileName)) { return; } FileInfo temp; try { temp = new FileInfo(fileName); } catch (Exception) { MessageBox.Show(messageBoxText: "File Name is Not Valid", caption: "Malformed File Name", button: MessageBoxButton.OK, icon: MessageBoxImage.Error); return; } if (!temp.Exists) { MessageBox.Show(messageBoxText: "Provided File Name Could Not Be Located", caption: "File Not Found", button: MessageBoxButton.OK, icon: MessageBoxImage.Error); return; } #endregion worker = new LogWorker(fileName); worker.MonitorStopped += delegate { StopRunning?.Invoke(this, new EventArgs()); }; worker.OutputUpdate += (obj, args) => { Application.Current.Dispatcher.Invoke(new Action(() => output.Text = args.Output)); }; worker.RunWorkerAsync(); StartRunning?.Invoke(this, new EventArgs()); }
// sets flag for player movement private void CheckIfStartedMoving() { // prevents overlap with jump animations in the animation controller if (!IsRunning && !IsJumping) { // this is set here as well because the sprint event depends on the player being in running state IsRunning = true; if (IsSprinting) { ApplySprint(); } else if (_canBasic) { StartRunning?.Invoke(); } } IsRunning = true; }
public void RecheckRunSprintIdle() { if (_movement.IsGrounded) { if (_isMoving) { if (_isSprinting) { StartSprinting?.Invoke(); //Debug.Log("Land & Sprint"); } else { StartRunning?.Invoke(); //Debug.Log("Land & Run"); } } else { Idle?.Invoke(); //Debug.Log("Land & Idle"); } } }
// Update is called once per frame void Update() { if (_isAlive) { //input to change push strength if (Input.GetKeyDown(KeyCode.E)) { currentPushStrength += 1; PushBar.SetStrength(currentPushStrength); Debug.Log("Increased Push strength to " + currentPushStrength); } if (Input.GetKeyDown(KeyCode.Q)) { currentPushStrength -= 1; PushBar.SetStrength(currentPushStrength); Debug.Log("Decreased Push strength to " + currentPushStrength); } //keep push strength within restraints if (currentPushStrength > 3) { currentPushStrength = 3; } if (currentPushStrength < 1) { currentPushStrength = 1; } //get player input for movement float horizontal = Input.GetAxisRaw("Horizontal"); float vertical = Input.GetAxisRaw("Vertical"); //create direction of movement based on player input Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized; moveDirection = direction.magnitude; if (controller.isGrounded) { _isJumping = false; } //check to see if player is holding Left Shift to sprint, if player releases go back to normal run if (Input.GetKey(KeyCode.LeftShift)) { _isSprinting = true; } else { _isSprinting = false; } if (Input.GetKeyDown(KeyCode.LeftShift) && direction.magnitude >= 0.1f) { CheckIfSprinting(); } else if (Input.GetKeyUp(KeyCode.LeftShift) && direction.magnitude >= 0.1f) { StartRunning?.Invoke(); } if (!_isSprinting && direction.magnitude >= 0.1) { CheckIfStartedMoving(); } //if sprinting change the movement speed if (_isSprinting) { moveSpeed = sprintSpeed; } else { moveSpeed = speed; } if (controller.isGrounded) { velocityY = 0; //alow player to jump while grounded if (Input.GetButtonDown("Jump") && velocityY < 0.1f) { velocityY = jumpSpeed; StartJump?.Invoke(); } } else if (!controller.isGrounded) { //apply gravity on player if they are not on the ground velocityY -= grav * Time.deltaTime; _isJumping = true; } if (direction.magnitude >= 0.1f) { if (!_isJumping) { CheckIfStartedMoving(); } //rotate player to face direction that they are moving in float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y; //smooth rotation float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime); transform.rotation = Quaternion.Euler(0f, angle, 0f); //move player in a direction if they are alive if (_isAlive) { Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward; controller.Move(moveDir.normalized * moveSpeed * Time.deltaTime); } } else { if (!_isJumping) { CheckIfStoppedMoving(); } } if (velocityY < -5f) { Falling?.Invoke(); } //move in y direction if the player is alive if (_isAlive) { direction.y = velocityY; controller.Move(direction * Time.deltaTime); } } }
// Update is called once per frame void Update() { // Movement float horizontal = Input.GetAxisRaw("Horizontal"); float vertical = Input.GetAxisRaw("Vertical"); Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized; if (!_isAirborne && _isMoving) { if (Input.GetKeyDown(KeyCode.LeftShift) && !_isSprinting) { _isSprinting = true; StartSprinting?.Invoke(); } } if (Input.GetKeyUp(KeyCode.LeftShift) && _isSprinting) { _isSprinting = false; if (!_isAirborne && _isMoving) { StartRunning?.Invoke(); } } if (controller.isGrounded) { _vSpeed = 0f; if (Input.GetKeyDown("space")) { Jump?.Invoke(); _vSpeed = jumpSpeed; _isAirborne = true; } } else { if (!_playerCharacterAnimator.IsPlayingAny()) { if (!_isFalling) { StartFalling?.Invoke(); Debug.Log("Started Falling"); _isFalling = true; } } } if (direction.magnitude >= .1f || _vSpeed != 0) { CheckIfStartedMoving(); float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y; float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime); transform.rotation = Quaternion.Euler(0f, angle, 0f); Vector3 moveDir = new Vector3(); if (direction.magnitude >= .1f) { moveDir = (Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward).normalized; } if (!_isSprinting) { moveDir *= speed; } else { moveDir *= sprintSpeed; } _vSpeed -= _gravity * Time.deltaTime; moveDir.y = _vSpeed; controller.Move(moveDir * Time.deltaTime); CheckIfLanded(); } else { CheckIfStoppedMoving(); } }