void TryAttack() { bool isLightAttack = RBInput.GetButtonDownForPlayer(InputStrings.FIRE, PlayerIndex); if (isLightAttack) { fighter.AttackWithWeapon(Fighter.AttackType.Weak); } bool isLightReleased = RBInput.GetButtonUpForPlayer(InputStrings.FIRE, PlayerIndex); if (isLightReleased) { fighter.ReleaseWeapon(); } bool isHeavyAttack = RBInput.GetButtonDownForPlayer(InputStrings.FIRE2, PlayerIndex); if (isHeavyAttack) { fighter.AttackWithWeapon(Fighter.AttackType.Strong); } bool isHeavyReleased = RBInput.GetButtonUpForPlayer(InputStrings.FIRE2, PlayerIndex); if (isHeavyReleased) { fighter.ReleaseWeapon(); } }
/* * Decide what the character should do. */ public override void Think() { FindTarget(); GameObject fighterTarget = fighter.target; // Fall back to patrol if we have no target. if (fighterTarget == null) { return; } if (fighter.isAttacking) { return; } // TODO I've officially mucked this up and don't care cause we're redoing the AI very soon // Use the attack, or else walk up to the target if not in range. if (IsTargetInRange(AttackManager.Instance.GetAttack(GoogleFu.Attacks.rowIds.ENEMY_WEAK))) { fighter.AttackWithWeapon(Fighter.AttackType.Weak); } else { Vector3 moveDirection = fighterTarget.transform.position - transform.position; fighter.Run(moveDirection); } }