void Respawn() { currentState = CasterState.Idle; GameObject respawnCaster = Instantiate(thisCaster) as GameObject; respawnCaster.transform.position = new Vector3(0, 150, 0); }
public virtual void MyRuneWasCounteredCallback() { // do something here if something extra should happen when ebing countered myState = CasterState.stunned; anim.Play("Block"); myRuneWasblockedImage.gameObject.SetActive(true); CancelInvoke("EndStun"); Invoke("EndStun", 1f); HideCurrentRuneCallback(); }
/* * void SetHealthText() * { * * healthText.text = "Health: " + health.ToString(); * } */ public void TakeDamage(int damageTaken, Vector3 damageDirection) { //if hit by an attack, send this to health/screen display if (!isServer) { return; } currentHealth -= damageTaken; Debug.Log("You took damage"); if (currentHealth <= 0) { currentState = CasterState.Dead; } }
void Awake() { myCaster = GetComponent <CharacterController>(); anim = GetComponent <Animator>(); currentState = CasterState.Idle; targetRotation = transform.rotation; fireball = Resources.Load("Fireball") as GameObject; firewall = Resources.Load("Firewall") as GameObject; crouchToggle = false; sprintToggle = false; fireballReady = true; firewallReady = true; afterburnerReady = true; flareboostersReady = true; health = 100; }
public virtual void HitByRune(Rune rune) { int scaledDmg = Mathf.RoundToInt((float)rune.baseDamage * rune.power); _currentHealth = Mathf.Clamp(_currentHealth - scaledDmg, 0, totalHealth); healthBar.SetValueCurrent(_currentHealth); if (_currentHealth == 0) { myState = CasterState.dead; anim.Play("Die"); } else { anim.Play("Get_Hit_Front"); } }
void Awake() { myCaster = GetComponent <CharacterController>(); currentState = CasterState.Idle; targetRotation = transform.rotation; moveDirection = Vector3.zero; playerUIinstance = Instantiate(playerUIPrefab); currentHealth = maxHealth; moveSpeed = 10f; /* * crouchToggle = false; * sprintToggle = false; * fireballReady = true; * firewallReady = true; * afterburnerReady = true; * flareboostersReady = true; */ }
void EndStun() { myState = CasterState.ready; myRuneWasblockedImage.gameObject.SetActive(false); }
void Awake() { myCaster = GetComponent<CharacterController>(); anim = GetComponent<Animator>(); currentState = CasterState.Idle; targetRotation = transform.rotation; fireball = Resources.Load("Fireball") as GameObject; firewall = Resources.Load("Firewall") as GameObject; crouchToggle = false; sprintToggle = false; fireballReady = true; firewallReady = true; afterburnerReady = true; flareboostersReady = true; health = 100; }
void CurrentStateCalculator() { //Axis Input float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); float mouseX = Input.GetAxis("Mouse X"); anim.SetFloat("vInput", v); anim.SetFloat("hInput", h); //gravity moveDirection.y -= gravity * Time.deltaTime; myCaster.Move(moveDirection * Time.deltaTime); //turning with mouse targetRotation *= Quaternion.AngleAxis(rotSpeed * mouseX * Time.deltaTime, Vector3.up); myCaster.transform.rotation = targetRotation; if (myCaster.isGrounded) { if (Input.GetButtonDown("Crouch")) CrouchToggle(); //To Idle & Crouch Idle if (v == 0 && h == 0 && crouchToggle == false) { currentState = CasterState.Idle; sprintToggle = false; moveDirection = Vector3.zero; } else if (v == 0 && h == 0 && crouchToggle == true) { currentState = CasterState.CrouchingIdle; sprintToggle = false; moveDirection = Vector3.zero; } //To Walk & Crouch Walk & Sprint if (Mathf.Abs(h) > 0 || Mathf.Abs(v) > 0) { if (Input.GetButtonDown("Sprint")) SprintToggle(); if (crouchToggle == false) { moveDirection = new Vector3(h, 0, v); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= moveSpeed; currentState = CasterState.Walking; } else if (crouchToggle == true) { moveDirection = new Vector3(h, 0, v); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= moveSpeed/2; currentState = CasterState.CrouchWalking; } if (sprintToggle == true) { crouchToggle = false; moveDirection = new Vector3(h, 0, v); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= sprintSpeed; currentState = CasterState.Sprinting; } } } AnimationManager(); }
void Awake() { myCaster = GetComponent<CharacterController>(); currentState = CasterState.Idle; targetRotation = transform.rotation; moveDirection = Vector3.zero; playerUIinstance = Instantiate(playerUIPrefab); currentHealth = maxHealth; moveSpeed = 10f; /* crouchToggle = false; sprintToggle = false; fireballReady = true; firewallReady = true; afterburnerReady = true; flareboostersReady = true; */ }
void Respawn() { currentState = CasterState.Idle; GameObject respawnCaster = Instantiate(thisCaster) as GameObject; respawnCaster.transform.position = new Vector3(0, 150, 0); }
void InputHandler() { //Axis Input float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); float mouseX = Input.GetAxis("Mouse X"); //turning with mouse targetRotation *= Quaternion.AngleAxis(rotSpeed * mouseX * Time.deltaTime, Vector3.up); myCaster.transform.rotation = targetRotation; if (currentState != CasterState.Dead) { if (myCaster.isGrounded) { //To Idle if (v == 0 && h == 0) { currentState = CasterState.Idle; moveDirection = Vector3.zero; } //To Move if (Mathf.Abs(h) > 0 || Mathf.Abs(v) > 0) { if (Mathf.Abs(h) >= .75 && Mathf.Abs(v) >= .75) { if(h >= .75) h = .75f; if (h <= -.75) h = -.75f; if (v >= .75) v = .75f; if (v <= -.75) v = -.75f; } moveDirection = new Vector3(h, 0, v); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= moveSpeed; currentState = CasterState.Walking; } } else { //gravity moveDirection.y -= gravity * Time.deltaTime; } myCaster.Move(moveDirection * Time.deltaTime); //FireballSkill (Mouse1) if (Input.GetButtonDown("Attack1")) { CmdAttack1(); //Invoke("Attack1", .5f); } //FireWall (Mouse2) if (Input.GetButtonDown("Attack2")) { Attack2(); //Invoke("Attack2", 2f); } //Afterburner (F) if (Input.GetButtonDown("MoveSkill")) { MoveSkill(); } //FlareBoosters (Space) if (Input.GetButtonDown("JumpSkill")) { JumpSkill(); } } }
/* void SetHealthText() { healthText.text = "Health: " + health.ToString(); } */ public void TakeDamage(int damageTaken, Vector3 damageDirection) { //if hit by an attack, send this to health/screen display if (!isServer) return; currentHealth -= damageTaken; Debug.Log("You took damage"); if (currentHealth <= 0) { currentState = CasterState.Dead; } }
void InputHandler() { //Axis Input float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); float mouseX = Input.GetAxis("Mouse X"); //turning with mouse targetRotation *= Quaternion.AngleAxis(rotSpeed * mouseX * Time.deltaTime, Vector3.up); myCaster.transform.rotation = targetRotation; if (currentState != CasterState.Dead) { if (myCaster.isGrounded) { //To Idle if (v == 0 && h == 0) { currentState = CasterState.Idle; moveDirection = Vector3.zero; } //To Move if (Mathf.Abs(h) > 0 || Mathf.Abs(v) > 0) { if (Mathf.Abs(h) >= .75 && Mathf.Abs(v) >= .75) { if (h >= .75) { h = .75f; } if (h <= -.75) { h = -.75f; } if (v >= .75) { v = .75f; } if (v <= -.75) { v = -.75f; } } moveDirection = new Vector3(h, 0, v); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= moveSpeed; currentState = CasterState.Walking; } } else { //gravity moveDirection.y -= gravity * Time.deltaTime; } myCaster.Move(moveDirection * Time.deltaTime); //FireballSkill (Mouse1) if (Input.GetButtonDown("Attack1")) { CmdAttack1(); //Invoke("Attack1", .5f); } //FireWall (Mouse2) if (Input.GetButtonDown("Attack2")) { Attack2(); //Invoke("Attack2", 2f); } //Afterburner (F) if (Input.GetButtonDown("MoveSkill")) { MoveSkill(); } //FlareBoosters (Space) if (Input.GetButtonDown("JumpSkill")) { JumpSkill(); } } }
void CurrentStateCalculator() { //Axis Input float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); float mouseX = Input.GetAxis("Mouse X"); anim.SetFloat("vInput", v); anim.SetFloat("hInput", h); //gravity moveDirection.y -= gravity * Time.deltaTime; myCaster.Move(moveDirection * Time.deltaTime); //turning with mouse targetRotation *= Quaternion.AngleAxis(rotSpeed * mouseX * Time.deltaTime, Vector3.up); myCaster.transform.rotation = targetRotation; if (myCaster.isGrounded) { if (Input.GetButtonDown("Crouch")) { CrouchToggle(); } //To Idle & Crouch Idle if (v == 0 && h == 0 && crouchToggle == false) { currentState = CasterState.Idle; sprintToggle = false; moveDirection = Vector3.zero; } else if (v == 0 && h == 0 && crouchToggle == true) { currentState = CasterState.CrouchingIdle; sprintToggle = false; moveDirection = Vector3.zero; } //To Walk & Crouch Walk & Sprint if (Mathf.Abs(h) > 0 || Mathf.Abs(v) > 0) { if (Input.GetButtonDown("Sprint")) { SprintToggle(); } if (crouchToggle == false) { moveDirection = new Vector3(h, 0, v); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= moveSpeed; currentState = CasterState.Walking; } else if (crouchToggle == true) { moveDirection = new Vector3(h, 0, v); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= moveSpeed / 2; currentState = CasterState.CrouchWalking; } if (sprintToggle == true) { crouchToggle = false; moveDirection = new Vector3(h, 0, v); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= sprintSpeed; currentState = CasterState.Sprinting; } } } AnimationManager(); }