override public void Update(RheaStateInput input) { if (shoot.Value) { input.shot.RheaHeavy(input.shot.startShot); } }
override public void Update(RheaStateInput input) { input.cc.HandlePlaceCircle(); input.cc.HandleLastWord(); // Spells if (SpellMap.Instance.GetSpellDown(input.cc.playerNumber, SpellType.INTRIN)) { character.ChangeState <RheaShieldState>(); } if (SpellMap.Instance.GetSpellDown(input.cc.playerNumber, SpellType.PRIM)) { character.ChangeState <RheaPrimaryState>(); } if (SpellMap.Instance.GetSpellDown(input.cc.playerNumber, SpellType.HEAVY)) { character.ChangeState <RheaHeavyState>(); } if (SpellMap.Instance.GetSpellDown(input.cc.playerNumber, SpellType.MOVE)) { character.ChangeState <RheaDashState>(); } HandleMoveAnimation(input); }
override public void Update(RheaStateInput input) { if (shoot.Value) { input.shot.SPSpell(); } ; }
override public void Update(RheaStateInput input) { if (shoot.Value) { input.shot.RheaHeavy(input.shot.startShot); AudioManager.instance.Play("RheaLastWordSequence"); } }
override public void Enter(RheaStateInput input, CharacterStateTransitionInfo transitionInfo = null) { direction = input.cc.LastDirection.normalized; travelTimer = input.dashDuration; dashSpeed = input.dashSpeed; input.anim.Play("Dash"); }
override public void Enter(RheaStateInput input, CharacterStateTransitionInfo transitionInfo = null) { input.slowSprite.enabled = false; direction = input.cc.LastDirection.normalized; travelTimer = input.dashDuration; dashSpeed = input.dashSpeed; AudioManager.instance.Play("RheaDash"); input.anim.Play("Dash"); }
override public void Update(RheaStateInput input) { if (shield == null) { if (character.softTransitionChangeState != null) { character.softTransitionChangeState(); } else { character.ChangeState <RheaIdleState>(); } } AudioManager.instance.Play("RheaIntrinsicShieldAway"); HandleMoveAnimation(input); }
override public void Update(RheaStateInput input) { if (SpellMap.Instance.GetSpellDown(input.cc.playerNumber, SpellType.PRIM)) { MatchManager.Instance.StartLastWord(input.cc.playerNumber); } if (shield == null) { if (character.softTransitionChangeState != null) { character.softTransitionChangeState(); } else { character.ChangeState <RheaIdleState>(); } } HandleMoveAnimation(input); }
override public void Update(RheaStateInput input) { travelTimer -= Time.deltaTime; character.transform.position = Vector2.Lerp(transitionInfo.moveDestination, travelOrigin, travelTimer / transitionInfo.moveTime); if (travelTimer <= 0) { transitionInfo.onCompleteMove(() => { if (transitionInfo.isLastWordCaster) { character.ChangeState <RheaLastWordState>(); } else { character.ChangeState <RheaIdleState>(); } }); } }
override public void Update(RheaStateInput input) { travelTimer -= Time.deltaTime; character.transform.position += direction * Time.deltaTime * dashSpeed; List <Collider2D> contactList = new List <Collider2D>(); input.cc2d.OverlapCollider(new ContactFilter2D(), contactList); bool collidesWithWall = false; foreach (Collider2D collider in contactList) { if (collider.gameObject.TryGetComponent <InnerCollider>(out InnerCollider component)) { collidesWithWall = true; break; } } if (travelTimer <= 0 || collidesWithWall) { character.ChangeState <RheaIdleState>(); } }
override public void Enter(RheaStateInput input, CharacterStateTransitionInfo transitionInfo = null) { input.anim.Play("Cast"); }
override public void Enter(RheaStateInput input, CharacterStateTransitionInfo info = null) { prevHorizontalMovement = 0; input.anim.Play("Idle"); }
override public void Enter(RheaStateInput input, CharacterStateTransitionInfo transitionInfo = null) { this.transitionInfo = (ForceMoveTransitionInfo)transitionInfo; travelOrigin = character.transform.position; travelTimer = this.transitionInfo.moveTime; }
override public void Update(RheaStateInput input) { }
override public void Enter(RheaStateInput input, CharacterStateTransitionInfo transitionInfo = null) { shield = UnityEngine.Object.Instantiate(input.shieldPrefab, character.transform); }
override public void Enter(RheaStateInput input, CharacterStateTransitionInfo transitionInfo = null) { input.anim.Play("Cast"); AudioManager.instance.Play("RheaSpellCasting1"); }
override public void FixedUpdate(RheaStateInput input) { input.cc.HandleMovement(); }
override public void SoftTransitionWarning(RheaStateInput input) { GameObject.Destroy(shield); }
override public void SoftTransitionWarning(RheaStateInput input) { input.ch.vulnerable = true; input.lw.enabled = false; character.softTransitionChangeState(); // Go willingly into that good night }
override public void Enter(RheaStateInput input, CharacterStateTransitionInfo transitionInfo = null) { shield = UnityEngine.Object.Instantiate(input.shieldPrefab, character.transform); AudioManager.instance.Play("RheaIntrinsicShield"); }
override public void Enter(RheaStateInput input, CharacterStateTransitionInfo info = null) { input.anim.Play("Idle"); input.ch.vulnerable = false; input.lw.enabled = true; }