Esempio n. 1
0
 private void Update()
 {
     // Using Unity Events to easily connect UI actions in the inspector without hardcoding those actions.
     if (TadaInput.GetKeyDown(TadaInput.ThisKey.Pause))
     {
         if (!isGamePaused)
         {
             isGamePaused = true;
             OnGamePause();
             return;
         }
         isGamePaused = false;
         OnGameResume();
     }
 }
Esempio n. 2
0
    private void Update()
    {
        CheckIfMissingClasses();

        if (PauseController.isGamePaused)
        {
            return;
        }

        #region ---------------------------- SKILLS

        if (TadaInput.GetKeyDown(TadaInput.ThisKey.Dash) && _PlayerPhysics.Velocity.sqrMagnitude > 0)
        {
            _PlayerSkills.Dash();
        }

        #endregion

        #region ---------------------------- ANIMATIONS

        // Animations: Method to determine if the animation should be walking forward, walking backwards or Idle
        _PlayerAnimations.PlayMoveAnimationsByMoveInputAndLookDirection(TadaInput.MoveAxisRawInput);

        // To dynamically change WalkForward and WalkBackwards animation speed
        _PlayerAnimations.SetAnimationSpeed(PlayerAnimations.AnimName.WalkForward, _PlayerPhysics.Velocity.magnitude);
        _PlayerAnimations.SetAnimationSpeed(PlayerAnimations.AnimName.WalkBackwards, _PlayerPhysics.Velocity.magnitude);

        #endregion

        #region ---------------------------- WEAPON ACTIONS

        // Weapon: Use Primary Action while holding Left Mouse Button
        if (TadaInput.GetKey(TadaInput.ThisKey.PrimaryAction))
        {
            _WeaponHandler.UseWeapon(WeaponHandler.ActionType.Primary);
        }

        // Weapon: Cancel Weapon Primary Action if Left Mouse Button is released
        if (TadaInput.GetKeyUp(TadaInput.ThisKey.PrimaryAction))
        {
            _WeaponHandler.UseWeapon(WeaponHandler.ActionType.Primary, false);
        }

        // Weapon: Use Secondary Action while holding Right Mouse Button
        if (TadaInput.GetKeyDown(TadaInput.ThisKey.SecondaryAction))
        {
            _WeaponHandler.UseWeapon(WeaponHandler.ActionType.Secondary);
        }

        // Weapon: Cancel Weapon Secondary Action if Right Mouse Button is released
        if (TadaInput.GetKeyUp(TadaInput.ThisKey.SecondaryAction))
        {
            _WeaponHandler.UseWeapon(WeaponHandler.ActionType.Secondary, false);
        }

        #endregion

        #region ---------------------------- WEAPON USE RATE

        // Weapon: Switch to Next Use Rate
        if (TadaInput.GetKeyDown(TadaInput.ThisKey.NextUseRate))
        {
            _WeaponHandler.SwitchUseRate(Weapon.SwitchUseRateType.Next);
        }

        // Weapon: Switch to Previous Use Rate
        if (TadaInput.GetKeyDown(TadaInput.ThisKey.PreviousUseRate))
        {
            _WeaponHandler.SwitchUseRate(Weapon.SwitchUseRateType.Previous);
        }

        #endregion

        #region ---------------------------- WEAPON SWITCH

        // Weapon: Switch weapon to index 0
        if (Input.GetKeyDown(KeyCode.Alpha1))
        {
            _WeaponHandler.SwitchWeapon(WeaponHandler.WeaponSwitchMode.ByIndex, 0);
        }

        // Weapon: Switch weapon to index 1
        if (Input.GetKeyDown(KeyCode.Alpha2))
        {
            _WeaponHandler.SwitchWeapon(WeaponHandler.WeaponSwitchMode.ByIndex, 1);
        }

        // Weapon: Switch to next weapon
        if (TadaInput.GetKeyDown(TadaInput.ThisKey.NextWeapon))
        {
            _WeaponHandler.SwitchWeapon(WeaponHandler.WeaponSwitchMode.Next);
        }

        // Weapon: Switch to previous weapon
        if (TadaInput.GetKeyDown(TadaInput.ThisKey.PreviousWeapon))
        {
            _WeaponHandler.SwitchWeapon(WeaponHandler.WeaponSwitchMode.Previous);
        }

        #endregion
    }