private void Sprint() { if (currentStamina == maxStamina) { isSpriniting = true; } if (isSpriniting && SprintBtn() == true && z != 0) { currentStamina -= amount; staminaBar.SetStamina(currentStamina); Move(sprintSpeed); if (regen != null) { StopCoroutine(regen); } regen = StartCoroutine(RechargeStamina(1.1f)); } if (currentStamina <= 0) { currentStamina = 0; isSpriniting = false; } }
private void Update() { if (Input.GetKey(KeyCode.LeftShift) && (m_Stamina >= 0) && (m_CurrentCooldown >= m_Cooldown)) { Dash(); } else { IsShaking = false; if (m_Stamina < 3) { m_Stamina += 0.1f * Time.deltaTime; } } staminaBar.SetStamina(m_Stamina); if (IsShaking) { Shake(0.4f); Time.timeScale = 5; } else { Time.timeScale = 1; } if (m_Stamina <= 0) { m_CurrentCooldown = 0; } if (m_CurrentCooldown < m_Cooldown) { m_CurrentCooldown += 1f * Time.deltaTime; } }
void GainStamina(float gain) { if (currentStamina <= 100f) { currentStamina += gain; sb.SetStamina(currentStamina); } }
void StaminaRegen() { if (Time.time >= nextStaminaRegenTime) { if (currentStamina < maxHealth) { currentStamina += staminaRegen; staminaBar.SetStamina(currentStamina); nextStaminaRegenTime = Time.time + 1f / staminaRegenRate; } } }
// Update is called once per frame void Update() { Punching(); staminaBar.SetStamina(Stamina); //Plays the sound effect when punching if (Input.GetButtonDown("Attack")) { punchSound.Play(); } if (isAttacking && Stamina > 0) { Stamina -= Time.deltaTime * 2.5f; } else { if (Stamina < maxStamina) { Stamina += Time.deltaTime * 2.5f; } } if (Stamina > 0f) { canAttack = true; } else { canAttack = false; } }
void Update() { // stamina stuff MaxStamina = CurrentHealth; CurrentStamina = Math.Min(MaxStamina, CurrentStamina); // restrict stamina to health // UI HealthBar.SetHealth(CurrentHealth); StaminaBar.SetStamina(CurrentStamina); CurrentAmmoText.text = CurrentAmmo.ToString(); ReserveAmmoText.text = "∞"; }
// Update is called once per frame void Update() { spriteRenderer.sprite = currentWeapon.sprite; if (!Mathf.Approximately(joystick.Vertical, 0f) || !Mathf.Approximately(joystick.Horizontal, 0f)) { player.lookDirection.Set(joystick.Horizontal, joystick.Vertical); if (waitTime <= 0) { animator.SetTrigger("Attack"); currentWeapon.Attack(attackPoint, enemyLayers); waitTime = currentWeapon.delay; if (player.playerSpeed < 15) { waitTime = currentWeapon.delay - ((Mathf.Pow(-0.05f * player.playerSpeed, 2f) + (player.playerSpeed) / 10) / 2); if (waitTime <= 0) { waitTime = 0.1f; } staminaBar.SetMaxStamina(waitTime); } else { waitTime = currentWeapon.delay - ((Mathf.Pow(-0.05f * 15, 2f) + (15) / 10) / 2); staminaBar.SetMaxStamina(waitTime); } staminaBar.SetStamina(waitTime); } } waitTime -= Time.deltaTime; staminaBar.SetStamina(waitTime); }
// Update is called once per frame void Update() { //movement.x = Input.GetAxisRaw("Horizontal"); //movement.y = Input.GetAxisRaw("Vertical"); //Check Dash if (Input.GetKeyDown("left shift") && stamina >= 10) { if (stamina > 0) { stamina -= 33; staminaBar.SetStamina(stamina); delay = 300; //Delay before extra speed runs out moveSpeed = 10f; } } if (delay > 0) { //Decrement delay delay--; } else { moveSpeed = 6f; } /* * else if (stamina < 100 && staminaTimeDelay == 0) //Check if Stamina has been used and needs recharging * { * stamina++; * staminaBar.SetStamina(stamina); * staminaTimeDelay = 10; * } * * if (staminaTimeDelay > 0) * { * staminaTimeDelay--; * }*/ switch (movement.x) { case 1: animator.SetTrigger("Right"); isMoving = true; break; case -1: animator.SetTrigger("Left"); isMoving = true; break; default: switch (movement.y) { case 1: animator.SetTrigger("Up"); isMoving = true; break; case -1: animator.SetTrigger("Down"); isMoving = true; break; default: animator.SetTrigger("Idle"); isMoving = false; break; } break; } }
public void SetStaminaBar() { staminaBar.SetStamina(PlayerStats.instance.stamina); staminaBar.SetMaxStamina(PlayerStats.instance.maxStamina); }
void TakeStaminaDamage(int StaminaDecrease) { currentShield -= StaminaDecrease; staminaBar.SetStamina(currentStamina); }
void Update() { //Runniing if (Input.GetKey(KeyCode.LeftShift)) { speed = RunSpeed; } //Sneaking else if (Input.GetKey(KeyCode.C)) { speed = 1f; } else { speed = NewSpeed; } isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask); //For Landing animation to resume if (timertoLand > -1) { timertoLand -= Time.deltaTime; } if (jumped == true) { if (isGrounded == true) { if (timertoLand <= 0f) { anim.SetTrigger("IsGrounded"); jumped = false; } } } //velocity resets at grounded if (isGrounded && velocity.y < 0) { velocity.y = -2f; } //Movement x = Input.GetAxis("Horizontal"); z = Input.GetAxis("Vertical"); if (player.transform.position.y < -10) { Player.GameOver(); } //Player Attack if (Input.GetMouseButtonDown(0)) { if (Stamina > 10) { //transform.hasChanged = false; anim.SetTrigger("Attack"); anim.SetInteger("condition", 0); //Collision Check Stamina = Stamina - 10; StaminaBar.SetStamina(Stamina); Collider[] hitEnemies = Physics.OverlapSphere(attackPoint.position, attackRange, enemyLayers); foreach (Collider enemy in hitEnemies) { enemy.GetComponent <EnemyScript>().TakeDamage(Strength); enemy.GetComponent <EnemyScript>().CheckDeath(); Sword.Play(); } } } //Configures correct animations based on direction of run in relation to the face of the mouse if (transform.hasChanged) { Stamina = Stamina - (StaminaDec * Time.deltaTime); StaminaBar.SetStamina(Stamina); if (Input.GetKey(KeyCode.LeftShift)) { if (x < 0) { anim.SetInteger("condition", 14); //LEFT transform.hasChanged = false; StaminaDec = 10f; } else if (x > 0) { anim.SetInteger("condition", 15); //Right transform.hasChanged = false; StaminaDec = 10f; } else if ((x == 0) && (z > 0)) { anim.SetInteger("condition", 2); //walk transform.hasChanged = false; StaminaDec = 10f; } else if ((x == 0) && (z < 0)) { anim.SetInteger("condition", 13); //Backwards transform.hasChanged = false; StaminaDec = 10f; } else { anim.SetInteger("condition", 0); transform.hasChanged = false; } } else if (Input.GetKey(KeyCode.C)) { anim.SetInteger("condition", 4); transform.hasChanged = false; if (Stamina < MaxStamina) { StaminaDec = -30f; } else { StaminaDec = 0f; } } else { if (x < 0) { anim.SetInteger("condition", 10); //LEFT transform.hasChanged = false; StaminaDec = .05f; } else if (x > 0) { anim.SetInteger("condition", 11); //Right transform.hasChanged = false; StaminaDec = .05f; } else if ((x == 0) && (z > 0)) { anim.SetInteger("condition", 1); //walk transform.hasChanged = false; StaminaDec = .05f; } else if ((x == 0) && (z < 0)) { anim.SetInteger("condition", 12); //Backwards transform.hasChanged = false; StaminaDec = .05f; } else { anim.SetInteger("condition", 0); transform.hasChanged = false; } } } else { if (Stamina < MaxStamina) { Stamina = Stamina + (75f * Time.deltaTime); StaminaBar.SetStamina(Stamina); } if (Input.GetKeyDown(KeyCode.Y)) { anim.SetInteger("condition", 3); } else { anim.SetInteger("condition", 0); } } //Move transform when greater than 0 stamina Vector3 move = transform.right * x + transform.forward * z; if (Stamina > 0f) { controller.Move(move * speed * Time.deltaTime); } //Jump when grounded if (Input.GetKeyDown(KeyCode.Space) && isGrounded) { anim.SetTrigger("Jump"); jumped = true; Jump.Play(); velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity); timertoLand = .2f; timertoLand -= Time.deltaTime; } //falling velocity.y += 3 * gravity * Time.deltaTime; controller.Move(velocity * Time.deltaTime); }
// Update is called once per frame void Update() { if (Stuck) { StrugglingPrompt.enabled = true; LastStrugglingTime += Time.deltaTime; speed = 0; if (LastStrugglingTime > StrugglingSpeed) { StrugglingCounter = 0; LastStrugglingTime = 0; } if (Input.GetKeyDown(KeyCode.E)) { LastStrugglingTime = 0; StrugglingCounter++; if (StrugglingCounter > MaxStruggingCounter) { StrugglingCounter = 0; Stuck = false; // Disable slime for a while if (LastSlime) { LastSlime.Release(); } reviveSpeed = true; } } } else { StrugglingPrompt.enabled = false; if (reviveSpeed) { speed = OriginalSpeed; reviveSpeed = false; } //speed = OriginalSpeed; float x = Input.GetAxis("Horizontal"); float z = Input.GetAxis("Vertical"); staminaBar.SetStamina(stamina); Vector3 move = transform.right * x + transform.forward * z; controller.Move(move * speed * Time.deltaTime); if (Input.GetKeyDown(KeyCode.LeftShift) && (stamina > 0)) { isRunning = true; } if (Input.GetKeyUp(KeyCode.LeftShift)) { isRunning = false; } if (isRunning) { speed = 20f; stamina -= Time.deltaTime; if (stamina <= 0) { stamina = 0; isRunning = false; } } if (!isRunning) { speed = OriginalSpeed; if (stamina < maxStamina) { stamina += Time.deltaTime; } else if (stamina >= maxStamina) { stamina = 5f; } } if (Input.GetKeyDown(KeyCode.Space) && ifRocket) { GameObject rocketObject = Instantiate(rocketPrefab); rocketObject.transform.position = transform.position; rocketObject.transform.forward = transform.forward; ifRocket = false; } //Debug.Log(stamina+" "+speed); } }