예제 #1
0
 public void Hit(bool hit, Enum_Block sendedAttackDir)
 {
     if (hit)
     {
         Debug.Log("Hit empfangen");
         if (sendedAttackDir == blockDir)
         {
             Debug.Log("Blocked");
         }
         else
         {
             Health -= 1;
             Debug.Log("Hit");
         }
     }
 }
예제 #2
0
    IEnumerator DefenceCD()
    {
        yield return(new WaitForSeconds(defenceCD));

        blockDir = Enum_Block.nothing;

        if (OverrrideBlockAllowed)
        {
            StatusIcon.GetComponent <statusScr>().SetSprite(2);
            DefenceAllowed = true;
        }
        else
        {
            StatusIcon.GetComponent <statusScr>().SetSprite(5);
            DefenceAllowed = false;
        }
    }
예제 #3
0
    IEnumerator AttackCD()
    {
        yield return(new WaitForSeconds(attackCD));

        attackDir = Enum_Block.nothing;

        if (OverrrideAttackAllowed)
        {
            StatusIcon.GetComponent <statusScr>().SetSprite(5);
            gizFarbeÄndern = false;
            AttackAllowed  = true;
        }
        else
        {
            StatusIcon.GetComponent <statusScr>().SetSprite(2);
            gizFarbeÄndern = false;
            AttackAllowed  = false;
        }
    }
예제 #4
0
    // Update
    void Update()
    {
        //Health
        if (Health <= 0)
        {
            Destroy(gameObject);
        }

        if (Input.GetKeyDown(KeyCode.LeftShift))
        {
            StatusIcon.GetComponent <statusScr>().SetSprite(5);
            AttackAllowed          = true;
            OverrrideAttackAllowed = true;
            DefenceAllowed         = false;
            attackDir = Enum_Block.nothing;
            blockDir  = Enum_Block.nothing;
        }

        if (Input.GetKeyUp(KeyCode.LeftShift))
        {
            StatusIcon.GetComponent <statusScr>().SetSprite(2);
            AttackAllowed          = false;
            OverrrideAttackAllowed = false;
            DefenceAllowed         = true;
            attackDir = Enum_Block.nothing;
            blockDir  = Enum_Block.nothing;
        }

        //Angriff
        if (Input.GetKeyDown("w") && AttackAllowed)
        {
            AttackAllowed = false;
            attackDir     = Enum_Block.w;
            anim.SetTrigger("UpTrig");
            StatusIcon.GetComponent <statusScr>().SetSprite(4);

            couroutine = AttackStepDelay(Wdelay, 0);
            StartCoroutine(couroutine);
            StartCoroutine("OverlapDelay", wAttackDelay);
            StartCoroutine("AttackCD");
        }
        else if (Input.GetKeyDown("s") && AttackAllowed)
        {
            AttackAllowed = false;
            attackDir     = Enum_Block.s;
            anim.SetTrigger("DownTrig");
            StatusIcon.GetComponent <statusScr>().SetSprite(4);

            couroutine = AttackStepDelay(Sdelay, 0);
            StartCoroutine(couroutine);
            StartCoroutine("OverlapDelay", sAttackDelay);
            StartCoroutine("AttackCD");
        }
        else if (Input.GetKeyDown("d") && AttackAllowed)
        {
            AttackAllowed = false;
            attackDir     = Enum_Block.d;
            anim.SetTrigger("forwardTrig");
            StatusIcon.GetComponent <statusScr>().SetSprite(4);

            couroutine = AttackStepDelay(Ddelay, 20);
            StartCoroutine(couroutine);
            StartCoroutine("OverlapDelay", dAttackDelay);
            StartCoroutine("AttackCD");
        }
        else if (Input.GetKeyDown("a") && AttackAllowed)
        {
            AttackAllowed = false;
            attackDir     = Enum_Block.a;
            anim.SetTrigger("backTrig");
            StatusIcon.GetComponent <statusScr>().SetSprite(4);

            couroutine = AttackStepDelay(Adelay, 0);
            StartCoroutine(couroutine);
            StartCoroutine("OverlapDelay", aAttackDelay);
            StartCoroutine("AttackCD");
        }

        //Defence
        if (Input.GetKeyDown("w") && DefenceAllowed)
        {
            DefenceAllowed = false;
            StatusIcon.GetComponent <statusScr>().SetSprite(1);
            blockDir = Enum_Block.w;

            couroutine = AttackStepDelay(0, -200);
            StartCoroutine("DefenceCD");
        }
        else if (Input.GetKeyDown("s") && DefenceAllowed)
        {
            DefenceAllowed = false;
            StatusIcon.GetComponent <statusScr>().SetSprite(1);
            blockDir = Enum_Block.s;

            couroutine = AttackStepDelay(0, -200);
            StartCoroutine("DefenceCD");
        }
        else if (Input.GetKeyDown("d") && DefenceAllowed)
        {
            DefenceAllowed = false;
            StatusIcon.GetComponent <statusScr>().SetSprite(1);
            blockDir = Enum_Block.d;

            couroutine = AttackStepDelay(0, -200);
            StartCoroutine("DefenceCD");
        }
        else if (Input.GetKeyDown("a") && DefenceAllowed)
        {
            DefenceAllowed = false;
            StatusIcon.GetComponent <statusScr>().SetSprite(1);
            blockDir = Enum_Block.a;

            couroutine = AttackStepDelay(0, -200);
            StartCoroutine("DefenceCD");
        }
    }