//Sensor method: activates a defensive execute upon player entering defensive sensor // Pre: either activates the fighter's primary move or secondary move upon reaction public void senseReact(Transform threat) { if (threat.tag == "Player" && canMove && canMelee) //If a player is nearby, melee attack { enemyFighter.executePrimaryMove(threat); canMelee = false; } else //If it's a player attack. Do a defensive water pulse. If it doesn't run, primary attack { bool moveRan = enemyFighter.executeSecMove(BUBBLE_SHIELD, threat); if (!moveRan && canMelee) { enemyFighter.executePrimaryMove(threat); canMelee = false; } } }
//Sensor method: activates a defensive execute upon player entering defensive sensor // Pre: either activates the fighter's primary move or secondary move upon reaction public void senseReact(Transform threat) { if (canMove) { bool moveRan = fighter.executeSecMove(SEC_ABILITY, threat); if (!moveRan && canMelee) { fighter.executePrimaryMove(threat); canMelee = false; } } }
//Controller for combat. Wiil mostly focus around the mouse void combat() { //Executes primary move upon left click if (Input.GetMouseButtonDown(0) && !assistSeqOn) { selectedFighter.executePrimaryMove(); } //Executes secondary move upon right click if (Input.GetMouseButtonDown(1) && !assistSeqOn) { selectedFighter.executeSecMove(secMoveIndex); } }
//Sensor method: activates a defensive execute upon player entering defensive sensor // Pre: either activates the fighter's primary move or secondary move upon reaction public void senseReact(Transform threat) { if (canMove) { bool moveRan = false; if (canDash) { canDash = false; moveRan = enemyFighter.executeSecMove(DEF_MOVE, threat); } if (!moveRan && canMelee) { enemyFighter.executePrimaryMove(threat); canMelee = false; } } }