예제 #1
0
 public override void activateW()
 {
     CooldownW = false;
     IndW.StartCooldown(CDW, this, 2);
     WindRot = WIndicator.transform.rotation;
     W();
 }
예제 #2
0
    public void endDamageAuto()
    {
        if (WEmp)
        {
            WEmp = false;
            IndW.StartCooldown(CDW, this, 2);
        }

        Anim.SetBool("isIdle", true);
        Anim.SetBool("isWalking", false);
        Anim.SetBool("isAttacking", false);
    }
예제 #3
0
 public override void activateW()
 {
     if (canAttack)
     {
         CooldownW = false;
         IndW.StartCooldown(CDW, this, 2);
         Anim.SetBool("WArmed", true);
         isW = true;
         audioManager.audioList[1].Play();
         if (itemsHad[6])
         {
             StartCoroutine(hexagon());
         }
     }
 }
예제 #4
0
파일: OwenPlayer.cs 프로젝트: N8-Des/MOBA
 public override void activateW()
 {
     if (canAttack)
     {
         CooldownW = false;
         canMove   = false;
         IndW.StartCooldown(CDW, this, 2);
         WindRot = WIndicator.transform.rotation;
         graphics.transform.rotation = WIndicator.transform.rotation;
         forceStopMoving();
         Anim.SetTrigger("W");
         Anim.SetBool("isAttacking", true);
         Anim.SetBool("isIdle", false);
         canAttack = false;
     }
 }
예제 #5
0
파일: KentPlayer.cs 프로젝트: N8-Des/MOBA
 public override void activateW()
 {
     if (canAttack)
     {
         if (isSwimming)
         {
             isSwimming = false;
             StartCoroutine(RLoop());
         }
         if (numWON >= 8)
         {
             CooldownW = false;
             canMove   = false;
             IndW.StartCooldown(CDW, this, 2);
             WindRot = WIndicator.transform.rotation;
             graphics.transform.rotation = WIndicator.transform.rotation;
             forceStopMoving();
             Anim.SetTrigger("W");
             Anim.SetBool("isAttacking", true);
             Anim.SetBool("isIdle", false);
             canAttack = false;
             if (itemsHad[6])
             {
                 StartCoroutine(hexagon());
             }
         }
         else
         {
             CooldownW = false;
             IndW.StartCooldown(CDW, this, 2);
             backUp     = achecker;
             achecker   = rad2;
             rad2       = backUp;
             rangedProj = !rangedProj;
             if (!rangedProj)
             {
                 Anim.SetTrigger("Put");
             }
             else
             {
                 Anim.SetTrigger("Pull");
             }
         }
     }
 }
예제 #6
0
 public override void activateW()
 {
     if (canAttack)
     {
         CooldownW = false;
         canMove   = false;
         IndW.StartCooldown(CDW, this, 2);
         WindRot = WIndicator.transform.rotation;
         forceStopMoving();
         transform.rotation = WindRot;
         Anim.SetTrigger("W");
         Anim.SetBool("isAttacking", true);
         Anim.SetBool("isIdle", false);
         canAttack = false;
         if (itemsHad[6])
         {
             StartCoroutine(hexagon());
         }
     }
 }
예제 #7
0
파일: AlexPlayer.cs 프로젝트: N8-Des/MOBA
 public override void activateW()
 {
     if (canAttack)
     {
         CooldownW = false;
         canMove   = false;
         IndW.StartCooldown(CDW, this, 2);
         liggerPos = WPos.transform.position;
         graphics.transform.LookAt(liggerPos);
         forceStopMoving();
         Anim.SetTrigger("W");
         Anim.SetBool("isAttacking", true);
         Anim.SetBool("isIdle", false);
         canAttack = false;
         if (itemsHad[6])
         {
             StartCoroutine(hexagon());
         }
     }
 }
예제 #8
0
    public override void hitCreepWithAuto()
    {
        if (!isMoving)
        {
            if (WActive && IndW.levelNum > 0)
            {
                numW += 1;
            }
            autoOn            += 1;
            canAttackAfterAuto = false;
            if (itemsHad[2])
            {
                Vector3 kb = (creepSelected.transform.position - transform.position).normalized / 2;
                creepSelected.takeKnockback(creepSelected.transform.position + kb, 5, 0.3f);
            }
            if (itemsHad[3])
            {
                numFelix += 1;
                if (numFelix >= 3)
                {
                    GameObject thunder = GameObject.Instantiate((GameObject)Resources.Load("Thunder"));
                    thunder.transform.position = creepSelected.transform.position + new Vector3(0, 10, 0);
                    numFelix = 0;
                }
            }
            if (itemsHad[5])
            {
                if (numGorilla <= 10)
                {
                    StartCoroutine(gorilla());
                }
            }
            if (itemsHad[7])
            {
                creepSelected.shredResist(10, 3);
            }
            if (itemsHad[8])
            {
                int rando = UnityEngine.Random.Range(0, 99);
                if (rando >= 80)
                {
                    creepSelected.takeDamage(AttackDamage);
                }
            }
            if (itemsHad[10])
            {
                takeDamage((int)(AttackDamage * -0.2), false, false);
            }
            if (hexagonAttack)
            {
                creepSelected.takeDamage(AttackDamage + 100);
                GameObject effect = GameObject.Instantiate((GameObject)Resources.Load("JackAutoFlash"));
                effect.transform.position = creepSelected.transform.position;
            }
            else if (WActive && numW >= 5 && IndW.levelNum > 0)
            {
                creepSelected.takeDamage(WDamage + (int)(AttackDamage * 1.45));
                GameObject effect = GameObject.Instantiate((GameObject)Resources.Load("JackAutoFlashW"));
                effect.transform.position = creepSelected.transform.position;
                WActive = false;
                IndW.StartCooldown(CDW, this, 2);
                CooldownW = false;
                numW      = 1;
            }

            else
            {
                creepSelected.takeDamage(AttackDamage);
                GameObject effect = GameObject.Instantiate((GameObject)Resources.Load("JackAutoFlash"));
                effect.transform.position = creepSelected.transform.position;
            }
        }
    }