Esempio n. 1
0
 public void WeaponAction()
 {
     weapon.Action();
 }
Esempio n. 2
0
 public void Action()
 {
     Console.Write("The name of the hero is "
                   + this._nameHero + " and he ");
     _weapon.Action();
 }
Esempio n. 3
0
 void PlayerControls()
 {
     isMoving = false;
     //crntMoveSpd = 0;
     if (Input.GetKey(playerControls[id][0])) // Move Up
     {
         isMoving = true;
         dir      = 0;
         if (isSliding)
         {
             velocity += new Vector3(0, 0, slideAccel);
             //slideSpd[0] += slideAccel[0];
             //transform.position += new Vector3(0, 0, slideSpd[0]);
         }
         else
         {
             crntMoveSpd = moveSpd;
             velocity   += new Vector3(0, 0, moveAccel);
             //slideSpd[0] = 0;
             //transform.position += new Vector3(0, 0, crntMoveSpd);
         }
         //print("HEY");
         //rb.AddForce(new Vector3(0,0,10));//, 0);
         Vector3 angle = transform.eulerAngles;
         angle.y = 0;
         direction.eulerAngles = angle;       //new Quaternion(0,0,0,0);
     }
     if (Input.GetKey(playerControls[id][1])) // Move Down
     {
         isMoving = true;
         dir      = 1;
         if (isSliding)
         {
             velocity -= new Vector3(0, 0, slideAccel);
             //slideSpd[0] += slideAccel[0];
             //transform.position += new Vector3(0, 0, slideSpd[0]);
         }
         else
         {
             crntMoveSpd = moveSpd;
             velocity   -= new Vector3(0, 0, moveAccel);
             //slideSpd[0] = 0;
             //transform.position += new Vector3(0, 0, crntMoveSpd);
         }
         Vector3 angle = transform.eulerAngles;
         angle.y = 180;
         direction.eulerAngles = angle;
         //direction.localRotation = new Quaternion(0, 0, 180, 0);
     }
     if (Input.GetKey(playerControls[id][2])) // Move Left
     {
         isMoving = true;
         dir      = 2;
         //print("HEY");
         if (isSliding)
         {
             velocity -= new Vector3(slideAccel, 0, 0);
             //slideSpd[0] += slideAccel[0];
             //transform.position += new Vector3(0, 0, slideSpd[0]);
         }
         else
         {
             crntMoveSpd = moveSpd;
             velocity   -= new Vector3(moveAccel, 0, 0);
             //slideSpd[0] = 0;
             //transform.position += new Vector3(0, 0, crntMoveSpd);
         }
         //transform.position += new Vector3(-moveSpd, 0, 0);
         Vector3 angle = transform.eulerAngles;
         angle.y = 270;
         direction.eulerAngles = angle;
         //direction.localRotation = new Quaternion(0, 0, 90, 0);
     }
     if (Input.GetKey(playerControls[id][3])) // Move Right
     {
         isMoving = true;
         dir      = 3;
         //print("HEY");
         if (isSliding)
         {
             velocity += new Vector3(slideAccel, 0, 0);
             //slideSpd[0] += slideAccel[0];
             //transform.position += new Vector3(0, 0, slideSpd[0]);
         }
         else
         {
             crntMoveSpd = moveSpd;
             velocity   += new Vector3(moveAccel, 0, 0);
             //slideSpd[0] = 0;
             //transform.position += new Vector3(0, 0, crntMoveSpd);
         }
         //transform.position += new Vector3(moveSpd, 0, 0);
         Vector3 angle = transform.eulerAngles;
         angle.y = 90;
         direction.eulerAngles = angle;
         // direction.localRotation = new Quaternion(0, 0, 270, 0);
     }
     if (Input.GetKey(playerControls[id][4])) // Attack
     {
         if (weapon.CanUse())
         {
             weapon.Action();
             //print("HEY");
             //BreakFloor();
         }
         //transform.position += new Vector3(moveSpd, 0, 0);
     }
 }