private PlayerStates UpdateFletchingState() { ControlSettingsInstance input = GameManager.Instance.Controls.Input; ControlSettingsInstance alternativeInput = GameManager.Instance.Controls.AlternativeInput; if (Input.GetKeyUp(input.Interact) || Input.GetKeyUp(alternativeInput.Interact)) { return(PlayerStates.Default); } GameplaySettings settings = GameManager.Instance.Settings; if (settings.TimeToGrindWeapon > 0) { if (inventory is Sword) { currentStation.SetProgressbarValue((inventory as Sword).SharpenSword(Time.deltaTime / settings.TimeToGrindWeapon)); } else if (inventory is Wood) { currentStation.SetProgressbarValue((inventory as Wood).WorkOnWood(Time.deltaTime / settings.TimeToGrindWeapon)); } } return(PlayerStates.Fletching); }
private PlayerStates UpdateHeatingState() { ControlSettingsInstance input = GameManager.Instance.Controls.Input; ControlSettingsInstance alternativeInput = GameManager.Instance.Controls.AlternativeInput; if (Input.GetKeyUp(input.Interact) || Input.GetKeyUp(alternativeInput.Interact)) { return(PlayerStates.Default); } (currentStation as HeatingStation).HeatFurnace(); return(PlayerStates.Heating); }
private PlayerStates UpdateAttachingState() { ControlSettingsInstance input = GameManager.Instance.Controls.Input; ControlSettingsInstance alternativeInput = GameManager.Instance.Controls.AlternativeInput; if (Input.GetKeyUp(input.Interact) || Input.GetKeyUp(alternativeInput.Interact)) { return(PlayerStates.Default); } if ((currentStation as WoodworkStation).WorkOnSword()) { return(PlayerStates.Default); } return(PlayerStates.Attaching); }
private PlayerStates UpdateSmithingState() { ControlSettingsInstance input = GameManager.Instance.Controls.Input; ControlSettingsInstance alternativeInput = GameManager.Instance.Controls.AlternativeInput; if (Input.GetKeyUp(input.Interact) || Input.GetKeyUp(alternativeInput.Interact)) { return(PlayerStates.Default); } GameplaySettings settings = GameManager.Instance.Settings; if (settings.TimeForSmithing > 0) { (inventory as Sword).HammerSword(Time.deltaTime / settings.TimeForSmithing); } currentStation.SetProgressbarValue((inventory as Sword).Quality); return(PlayerStates.Smithing); }
private void LoadData(string inputFile, ref ControlSettingsInstance input, ControlSettings template) { if (File.Exists(inputFile)) { string json = File.ReadAllText(inputFile); input = JsonUtility.FromJson <ControlSettingsInstance>(json); } else { input = new ControlSettingsInstance { Down = template.Down, Right = template.Right, Up = template.Up, Left = template.Left, Interact = template.Interact, Pause = template.Pause }; File.WriteAllText(inputFile, JsonUtility.ToJson(input)); } }
private PlayerStates UpdateDefaultState() { GameplaySettings settings = GameManager.Instance.Settings; ControlSettingsInstance input = GameManager.Instance.Controls.Input; ControlSettingsInstance alternativeInput = GameManager.Instance.Controls.AlternativeInput; bool isWalking = false; if (Input.GetKeyDown(input.Interact) || Input.GetKeyDown(alternativeInput.Interact)) { return(HandleInteractions()); } if (Input.GetKey(input.Up) || Input.GetKey(alternativeInput.Up)) { Move(Vector2.up * settings.PlayerSpeeds.y); characterSpriteManager.SetState(CharacterSpriteManager.CharacterState.Backward); isWalking = true; } if (Input.GetKey(input.Right) || Input.GetKey(alternativeInput.Right)) { Move(Vector2.right * settings.PlayerSpeeds.x); characterSpriteManager.SetState(CharacterSpriteManager.CharacterState.Right); isWalking = true; } if (Input.GetKey(input.Left) || Input.GetKey(alternativeInput.Left)) { Move(Vector2.left * settings.PlayerSpeeds.x); characterSpriteManager.SetState(CharacterSpriteManager.CharacterState.Left); isWalking = true; } if (Input.GetKey(input.Down) || Input.GetKey(alternativeInput.Down)) { Move(Vector2.down * settings.PlayerSpeeds.y); characterSpriteManager.SetState(CharacterSpriteManager.CharacterState.Forward); isWalking = true; } anim.SetBool("isWalking", isWalking); return(PlayerStates.Default); }