//CastingSpell, ActivatingBuff, Neutral, Moving, Dashing, Attacking, // Jumping, JumpAttacking, TakingDamage public void UpdateAnimations(Helper.PlayerStatus playerStatus) { //update based on playerStatus switch (playerStatus) { case Helper.PlayerStatus.Attacking: CharacterToPunchAnimation(); break; case Helper.PlayerStatus.ActivatingBuff: CharacterToBuffAnimation(); break; case Helper.PlayerStatus.Jumping: CharacterToJumpAnimation(); break; case Helper.PlayerStatus.Moving: CharacterToMoveAnimation(); break; case Helper.PlayerStatus.Dashing: CharacterToDashAnimation(); break; default: CharacterToNeutralAnimation(); break; } }
private void DoCharacterMovement() { if (!PlayerMovementDisabled()) { var xMovement = Input.GetAxis("Horizontal"); var yMovement = Input.GetAxis("Vertical"); if ((xMovement != 0 || yMovement != 0)) { if (Input.GetButton("Fire3")) { Run(xMovement, yMovement); } else { Walk(xMovement, yMovement); } } else { if (IsGrounded()) { _playerStatus = Helper.PlayerStatus.Neutral; } } } }
void Start() { _buffManager = gameObject.AddComponent <BuffManager>(); distToGround = GetComponent <Collider>().bounds.extents.y; _playerStatus = Helper.PlayerStatus.Neutral; }
private void Jump() { if (IsGrounded()) { _playerStatus = Helper.PlayerStatus.Jumping; GetComponent <Rigidbody>().AddForce(new Vector3(0, _jumpForce, 0), ForceMode.Impulse); } }
private IEnumerator CastingMeteor(Attack pAttack) { while (true) { yield return(new WaitForSeconds(_abilityActivationRate)); _playerStatus = Helper.PlayerStatus.Neutral; StopCoroutine(_castingCoroutine); } }
private IEnumerator ActivatingAbility(string ability) { while (true) { yield return(new WaitForSeconds(_abilityActivationRate)); _playerStatus = Helper.PlayerStatus.Neutral; StopCoroutine(_buffingCoroutine); _buffManager.ManagerBuffPlayer(ability); } }
private IEnumerator TakeDamage(float duration) { while (true) { yield return(new WaitForSeconds(duration)); _playerStatus = Helper.PlayerStatus.Neutral; StopCoroutine(_damageCoroutine); _damageCoroutine = null; _invulnerableCoroutine = StartCoroutine(InvulnerabilityFrames()); } }
private void Run(float xMovement, float yMovement) { var x = xMovement * Time.deltaTime * (maxSpeedX * speed * 2); var z = yMovement * Time.deltaTime * (maxSpeedZ * speed * 2); DetermineFlipSprite(x); Vector3 movement = new Vector3(x, 0.0f, z); GetComponent <Rigidbody>().transform.Translate(movement); if (IsGrounded()) { _playerStatus = Helper.PlayerStatus.Dashing; } }
private void ProcessAbilityInput() { if (AbilityMenuIsActive() && _buffManager.ManagerCanBuffPlayer()) { if (Input.GetButtonDown("Fire3")) { _playerStatus = Helper.PlayerStatus.ActivatingBuff; AbilityOne(); } if (Input.GetButtonDown("Fire2")) { AbilityOne(); } } }
private void AttackMeteor(Attack pAttack) { _playerStatus = Helper.PlayerStatus.CastingSpell; _castingCoroutine = StartCoroutine(CastingMeteor(pAttack)); }