コード例 #1
0
    public override bool perform(GameObject agent)
    {
        Abigail currA = agent.GetComponent <Abigail> ();

        if (currA.stamina >= (500 - cost) && !isDashing)
        {
            currA.stamina -= (500 - cost);             //to-do: magic number

            Animator currAnim = GetComponentInParent <Animator> ();
            currAnim.Play("abigailEvade");

            currA.setSpeed(dashSpeed);
            Vector2 point       = Random.insideUnitCircle * 5;
            Vector3 targetPoint = new Vector3(target.transform.position.x + point.x,
                                              target.transform.position.y + point.y,
                                              target.transform.position.z);

            isDashing  = true;
            dashTarget = targetPoint;

            currAnim.SetTrigger("dashComplete");

            moved = true;
            return(true);
        }
        else
        {
            return(false);
        }
    }
コード例 #2
0
    public override bool checkProceduralPrecondition(GameObject agent)
    {
        target = GameObject.Find("Player");
        Abigail currA = agent.GetComponent <Abigail> ();

        if (target != null && currA.stamina >= (500 - cost) &&
            !target.GetComponent <PlayerMovement2D>().isBlocking)
        {
            return(true);
        }
        return(false);
    }
コード例 #3
0
    public override bool perform(GameObject agent)
    {
        Abigail currA = agent.GetComponent <Abigail> ();

        currA.stamina -= (500 - cost);

        Animator currAnim = GetComponentInParent <Animator> ();

        //spellAnim.wrapMode = WrapMode.ClampForever; //done in inspector right now
        currAnim.Play("abigailSpell");

        attacked = true;
        return(attacked);
    }
コード例 #4
0
    public override bool checkProceduralPrecondition(GameObject agent)
    {
        target = GameObject.Find("Player");
        Abigail currA = agent.GetComponent <Abigail> ();

        if (target != null && target.GetComponent <PlayerMovement>().isBlocking&&
            currA.stamina >= (500 - cost))               //to-do: make scaling system instead of magic number)
        {
            return(true);
        }
        else
        {
            return(false);
        }
    }