コード例 #1
0
    //NOTE: probably don't need this. Could just merge with AbilityExecute.
    public void AbilityPrime(Slot[] wieldedSlotSet, int firedPin)
    {
        if (wieldedSlotSet[firedPin - 1].AssignedPin.Passive)
        {
            return;
        }
        switch (wieldedSlotSet[firedPin - 1].AssignedPin.UserAnimation)
        {
        case Global.ANI_STATE_ATTACK:
            state = Global.BehaviorState.STATE_ATTACK;
            AbilityExecute(wieldedSlotSet, firedPin);
            break;

        case Global.ANI_STATE_ATTACKMOVE:
            break;
        }
    }
コード例 #2
0
 public void AttackFinish()
 {
     state = Global.BehaviorState.STATE_MOVE;
 }
コード例 #3
0
 public void DashFinish()
 {
     state = Global.BehaviorState.STATE_MOVE;
 }
コード例 #4
0
    public void MoveState(Slot[] wieldedSlotSet)
    {
        InputVector.x = Input.GetActionStrength("ui_right") - Input.GetActionStrength("ui_left");
        InputVector.y = Input.GetActionStrength("ui_down") - Input.GetActionStrength("ui_up");
        InputVector   = InputVector.Normalized();
        if (InputVector != Vector2.Zero)
        {
            DashVector = InputVector;

            animationTree.Set("parameters/Idle/blend_position", InputVector);
            animationTree.Set("parameters/Run/blend_position", InputVector);
            animationTree.Set("parameters/Attack/blend_position", InputVector);
            animationTree.Set("parameters/Dash/blend_position", InputVector);
            playerAnimationState.Travel("Run");
            MoveAndSlide(InputVector * MoveSpeed);
        }
        else
        {
            playerAnimationState.Travel("Idle");
            InputVector = MoveAndSlide(Vector2.Zero);
        }

        if (Input.IsActionJustPressed("ui_ability1"))
        {
            if (wieldedSlotSet[0].AssignedPin != null && !wieldedSlotSet[0].AssignedPin.Passive)
            {
                AbilityPrime(wieldedSlotSet, 1);
            }
        }

        if (Input.IsActionJustPressed("ui_ability2"))
        {
            if (wieldedSlotSet[1].AssignedPin != null && !wieldedSlotSet[1].AssignedPin.Passive)
            {
                AbilityPrime(wieldedSlotSet, 2);
            }
        }

        if (Input.IsActionJustPressed("ui_ability3"))
        {
            if (wieldedSlotSet[2].AssignedPin != null && !wieldedSlotSet[2].AssignedPin.Passive)
            {
                AbilityPrime(wieldedSlotSet, 3);
            }
        }

        if (Input.IsActionJustPressed("ui_ability4"))
        {
            if (wieldedSlotSet[3].AssignedPin != null && !wieldedSlotSet[3].AssignedPin.Passive)
            {
                AbilityPrime(wieldedSlotSet, 4);
            }
        }

        if (Input.IsActionJustPressed("ui_ability5"))
        {
            if (wieldedSlotSet[4].AssignedPin != null && !wieldedSlotSet[4].AssignedPin.Passive)
            {
                AbilityPrime(wieldedSlotSet, 5);
            }
        }

        if (Input.IsActionJustPressed("ui_ability6"))
        {
            if (wieldedSlotSet[5].AssignedPin != null && !wieldedSlotSet[5].AssignedPin.Passive)
            {
                AbilityPrime(wieldedSlotSet, 6);
            }
        }

        if (Input.IsActionJustPressed("ui_dash"))
        {
            state = Global.BehaviorState.STATE_DASH;
        }
    }