void CheckAttack() { attackCooldown.CooldownUpdate(); if (Input.GetMouseButton(0) && !attackCooldown.IsOnCooldown()) { Debug.Log("Launch Attack"); attackCooldown.StartCooldown(); //Define Attack //Animation Collider[] hitEnemies = Physics.OverlapSphere(meleeAttackPoint.position, attackRange, ennemyLayers); foreach (Collider enemy in hitEnemies) { Debug.Log("We hit " + enemy.name); //The dmg are taken in the server //Send Attack combatData.initiatorId = this.networkIdentity.GetId(); combatData.targetId = enemy.GetComponent <NetworkIdentity>().GetId(); combatData.ammount = attackDmg.ToString(); networkIdentity.GetSocket().Emit("takeDamage", new JSONObject(JsonUtility.ToJson(combatData))); } } }
public void runCheck() { shootingCooldown.CooldownUpdate(); if (Input.GetMouseButton(0) && !shootingCooldown.IsOnCooldown()) { fireBullet(); } }
public void CheckWeaponAttack() { cooldownBetweenWeaponAttack.CooldownUpdate(); if (Input.GetMouseButtonDown(0) & !cooldownBetweenWeaponAttack.IsOnCooldown()) { cooldownBetweenWeaponAttack.StartCooldown(); this.animator.SetTrigger("WeaponAttack"); //Attack } //TODO: first make spell attack work and spell system }
private void CheckShooting() { shootingCooldown.CooldownUpdate(); if (Input.GetButton("Fire1") && !shootingCooldown.IsOnCooldown()) { StartCoroutine(Aiming()); shootingCooldown.StartCooldown(); //Define bullet bulletData.activator = NetworkClient.ClientID; bulletData.position.VectorToString(bulletSpawnPoint.position); bulletData.direction.VectorToString(-bulletSpawnPoint.forward); //Send bullet networkIdentity.GetSocket().Emit("fireBullet", new JSONObject(JsonUtility.ToJson(bulletData))); } }
/*private void checkRotation() { * Ray camRay = playerCamera.ScreenPointToRay(Input.mousePosition); * RaycastHit floorHit; * * if (Physics.Raycast(camRay, out floorHit, Mathf.Infinity, levelMask)) { * Vector3 playerToMouse = floorHit.point - playerManager.GetCurrentPosition(); * playerToMouse.y = 0f; * Quaternion newRotation = Quaternion.identity; * newRotation = Quaternion.LookRotation(playerToMouse); * OnRotation.Invoke(newRotation); * } * }*/ private void checkActions() { //Action (Attack/Swing) //Interaction //Dash (Utility?) //Update cooldowns actionCooldown.CooldownUpdate(); interactionCooldown.CooldownUpdate(); dashCooldown.CooldownUpdate(); jumpCooldown.CooldownUpdate(); //Handle input //Action if (Input.GetMouseButton(0) && !actionCooldown.IsOnCooldown()) { actionCooldown.StartCooldown(); OnAction.Invoke(); } if (Input.GetKeyDown(interaction) && !interactionCooldown.IsOnCooldown()) { interactionCooldown.StartCooldown(); OnInteractionRequest.Invoke(); } if (Input.GetKeyDown(jump)) { OnJump.Invoke(); } if (Input.GetKeyUp(jump)) { OnStopJump.Invoke(); } if (Input.GetKeyDown(dash)) { OnDash.Invoke(); } if (Input.GetKeyUp(dash)) { OnDashStop.Invoke(); } }
private void checkShooting() { shootingCooldown.CooldownUpdate(); if (Input.GetMouseButton(0) && !shootingCooldown.IsOnCooldown()) { shootingCooldown.StartCooldown(); bulletData.activator = NetworkClient.ClientID; bulletData.position.x = bulletSpawnPoint.position.x.TwoDecimals(); bulletData.position.y = bulletSpawnPoint.position.y.TwoDecimals(); bulletData.direction.x = bulletSpawnPoint.up.x; bulletData.direction.y = bulletSpawnPoint.up.y; networkIdentity.GetSocket().Emit("fireBullet", new JSONObject(JsonUtility.ToJson(bulletData))); } }
private void CheckShooting() { shootingCooldown.CooldownUpdate(); if (Input.GetMouseButton(0) && !shootingCooldown.IsOnCooldown()) { shootingCooldown.StartCooldown(); // define bullet projectileData.activator = NetworkClient.ClientID; projectileData.position.x = projectileSpawn.position.x.TwoDecimals(); projectileData.position.y = projectileSpawn.position.y.TwoDecimals(); projectileData.direction.x = projectileSpawn.up.x; projectileData.direction.y = projectileSpawn.up.y; //send bullet networkIdentity.GetSocket().Emit("fireProjectile", JsonUtility.ToJson(projectileData)); } }
private void CheckSpellAttack() { cooldownActualSpell.CooldownUpdate(); Spell spellSelected = this.spellBook.GetSpellSelected(); if (spellSelected != null && !cooldownActualSpell.IsOnCooldown()) //Fix the condition with cooldown { if (this.stats.currentMana >= spellSelected.manaCost) { this.stats.UseMana(spellSelected.manaCost); cooldownActualSpell.SetCooldown(spellSelected.castingTime); cooldownActualSpell.StartCooldown(); this.animator.SetTrigger("SpellAttack"); this.FireSpell(spellSelected); } } }