// Update is called once per frame void Update() { switch (buttonID) { case 0: if (InputManager.Abutton()) { timer = 0.5f; buttonImg.color = new Color32(105, 105, 105, 255); } break; case 1: if (InputManager.Bbutton()) { timer = 0.5f; buttonImg.color = new Color32(105, 105, 105, 255); } break; case 2: if (InputManager.Ybutton()) { timer = 0.5f; buttonImg.color = new Color32(105, 105, 105, 255); } break; case 3: if (InputManager.Xbutton()) { timer = 0.5f; buttonImg.color = new Color32(105, 105, 105, 255); } break; } if (timer > 0) { buttonImg.color = new Color(buttonImg.color.r + (1 * Time.deltaTime), buttonImg.color.g + (1 * Time.deltaTime), buttonImg.color.b + (1 * Time.deltaTime), 255); timer -= 1 * Time.deltaTime; if (timer <= 0) { buttonImg.color = new Color32(255, 255, 255, 255); } } }
// Update is called once per frame void Update() { if (!activeBattle && !startingBattle) { overworldUI.SetActive(true); } else { overworldUI.SetActive(false); } if (activeBattle) { battleUI.SetActive(true); targetTimer -= 1f * Time.deltaTime; if (targetTimer <= 0f) { if (InputManager.MainHorizontal() > 0.2f) { target--; targetTimer = 0.5f; if (target < 0) { target = enemies.Count - 1; } Debug.Log(target); } else if (InputManager.MainHorizontal() < -0.2f) { target++; targetTimer = 0.5f; if (target >= enemies.Count) { target = 0; } Debug.Log(target); } } TargetUI.text = "Target: " + target; if (NeedInput()) { abilityUI.gameObject.SetActive(true); abilityUI.SetPos(activePlayer); abilityUI.SetAbilities(abilityList[players[activePlayer].getAbility(0)].getname(), abilityList[players[activePlayer].getAbility(1)].getname(), abilityList[players[activePlayer].getAbility(2)].getname(), abilityList[players[activePlayer].getAbility(3)].getname()); List <Fighter> tempAOE = new List <Fighter>(); for (int i = 0; i < players.Count; i++) { tempAOE.Add(players[i]); } if (InputManager.Abutton()) { if (!abilityList[players[activePlayer].getAbility(0)].getAOE()) { currentAction = new Action(abilityList[players[activePlayer].getAbility(0)], players[activePlayer], enemies[target]); } else { currentAction = new Action(abilityList[players[activePlayer].getAbility(0)], players[activePlayer], tempAOE); } } else if (InputManager.Bbutton()) { if (!abilityList[players[activePlayer].getAbility(1)].getAOE()) { currentAction = new Action(abilityList[players[activePlayer].getAbility(1)], players[activePlayer], enemies[target]); } else { currentAction = new Action(abilityList[players[activePlayer].getAbility(1)], players[activePlayer], tempAOE); } } else if (InputManager.Ybutton()) { if (!abilityList[players[activePlayer].getAbility(2)].getAOE()) { currentAction = new Action(abilityList[players[activePlayer].getAbility(2)], players[activePlayer], enemies[target]); } else { currentAction = new Action(abilityList[players[activePlayer].getAbility(2)], players[activePlayer], tempAOE); } } else if (InputManager.Xbutton()) { if (!abilityList[players[activePlayer].getAbility(3)].getAOE()) { currentAction = new Action(abilityList[players[activePlayer].getAbility(3)], players[activePlayer], enemies[target]); } else { currentAction = new Action(abilityList[players[activePlayer].getAbility(3)], players[activePlayer], tempAOE); } } } else { abilityUI.gameObject.SetActive(false); } } else { battleUI.SetActive(false); } }
// Update is called once per frame void Update() { //Debug.Log(Input.GetAxis("J_MainVertical")); //Debug.Log(InputManager.MainVertical()); int level = battler.getPlayerlevel(); LevelUI.text = "Party Level: " + level; ExpUI.text = "Expereince: " + battler.getPlayerEXP(); ExpToLevelUI.text = "Exp to level: " + ((level * level) * 100); GoldUI.text = "Gold: " + gold; GearUI.text = "Gear Level: " + battler.getPlayerGear(); if (!battler.activeBattle && !battler.startingBattle && !inMenu) { if (Mathf.Abs(InputManager.MainHorizontal()) > 0.2f || Mathf.Abs(InputManager.MainVertical()) > 0.2f) { transform.position += InputManager.MainJoystick() * Time.deltaTime * movementSpeed; transform.rotation = Quaternion.LookRotation(InputManager.MainJoystick()); float distanceTraveled = InputManager.MainJoystick().magnitude *Time.deltaTime *movementSpeed; battler.AddDistance(distanceTraveled); } if (inCity) { if (InputManager.Abutton()) { inMenu = true; CityMenu.SetActive(true); } } } if (inMenu) { int upgradeCost = 200 + (200 * battler.getPlayerGear()); //UpgradeCostUI.text = "Upgrade Gear: "+upgradeCost+"g"; aboveHeadText.gameObject.transform.parent.gameObject.SetActive(false); if (InputManager.Bbutton()) { inMenu = false; CityMenu.SetActive(false); } if (InputManager.Ybutton()) { if (gold >= 50) { battler.levelUp(); gold -= 50; } } if (InputManager.Xbutton()) { if (gold >= upgradeCost && battler.getPlayerGear() < currentCity.getLevel()) { battler.upgradeGear(); gold -= upgradeCost; } } } else { CityMenu.SetActive(false); if (inCity) { aboveHeadText.gameObject.transform.parent.gameObject.SetActive(true); } } }