public void CheckSpritesSalto_P1() { if (InputPlayerController.Vertical_Button_P1() > 0 && InputPlayerController.Horizontal_Button_P1() == 0 && player1.enumsPlayers.movimiento == EnumsPlayers.Movimiento.Nulo || player1.enumsPlayers.movimiento == EnumsPlayers.Movimiento.Saltar || player1.enumsPlayers.movimiento == EnumsPlayers.Movimiento.SaltoAtaque || player1.enumsPlayers.movimiento == EnumsPlayers.Movimiento.SaltoDefensa) { if (InputPlayerController.CheckPressAttackButton_P1()) { player1.spritePlayerActual.ActualSprite = SpritePlayer.SpriteActual.SaltoAtaque; } else if (InputPlayerController.CheckPressDeffenseButton_P1()) { player1.spritePlayerActual.ActualSprite = SpritePlayer.SpriteActual.SaltoDefensa; } else if (InputPlayerController.SpecialAttackButton_P1()) { //SPRITE O ANIMACION ATAQUE ESPECIAL JUGADOR. } else { player1.spritePlayerActual.ActualSprite = SpritePlayer.SpriteActual.Salto; } if (player1.enumsPlayers.movimiento == EnumsPlayers.Movimiento.Nulo) { player1.spritePlayerActual.ActualSprite = SpritePlayer.SpriteActual.Parado; } } }
public void CheckAttackButton_P1() { if (InputPlayerController.AttackButton_P1() && player1.GetEnableAttack() && player1.enumsPlayers.movimiento != EnumsPlayers.Movimiento.MoverAdelante && player1.enumsPlayers.movimiento != EnumsPlayers.Movimiento.MoverAtras && !InputPlayerController.CheckPressDeffenseButton_P1()) { //Debug.Log("JUGADOR 1 ATAQUE ACTIVED"); player1.SetControllerJoystick(true); if (player1.enumsPlayers.movimiento == EnumsPlayers.Movimiento.Saltar && InputPlayerController.Vertical_Button_P1() < 0) { player1.spritePlayerActual.PlayAnimation("Ataque Abajo Salto protagonista"); enableMovementPlayer1 = false; } else if (player1.enumsPlayers.movimiento == EnumsPlayers.Movimiento.Saltar && InputPlayerController.Vertical_Button_P1() >= 0) { player1.spritePlayerActual.PlayAnimation("Ataque Salto protagonista"); enableMovementPlayer1 = false; } else { if (!player1.GetIsDuck()) { player1.spritePlayerActual.PlayAnimation("Ataque protagonista"); enableMovementPlayer1 = false; } else if (player1.GetIsDuck()) { player1.spritePlayerActual.PlayAnimation("Ataque Agachado protagonista"); enableMovementPlayer1 = false; } } } }
public void CheckSpritesAgachado_P1() { if (InputPlayerController.Vertical_Button_P1() < 0 && player1.enumsPlayers.movimiento != EnumsPlayers.Movimiento.Saltar) { if (InputPlayerController.CheckPressAttackButton_P1()) { player1.spritePlayerActual.ActualSprite = SpritePlayer.SpriteActual.AgachadoAtaque; } else if (InputPlayerController.CheckPressDeffenseButton_P1()) { player1.spritePlayerActual.ActualSprite = SpritePlayer.SpriteActual.AgachadoDefensa; } else { player1.spritePlayerActual.ActualSprite = SpritePlayer.SpriteActual.Agachado; } } }
public void CheckDeffenceButton_P1() { if (!InputPlayerController.CheckPressAttackButton_P1()) { if (InputPlayerController.CheckPressDeffenseButton_P1()) { player1.SetControllerJoystick(true); player1.Deffence(); player1.boxColliderAgachado.state = BoxColliderController.StateBoxCollider.Defendido; player1.boxColliderParado.state = BoxColliderController.StateBoxCollider.Defendido; player1.boxColliderSaltando.state = BoxColliderController.StateBoxCollider.Defendido; player1.boxColliderSprite.state = BoxColliderController.StateBoxCollider.Defendido; } else { player1.boxColliderAgachado.state = BoxColliderController.StateBoxCollider.Normal; player1.boxColliderParado.state = BoxColliderController.StateBoxCollider.Normal; player1.boxColliderSaltando.state = BoxColliderController.StateBoxCollider.Normal; player1.boxColliderSprite.state = BoxColliderController.StateBoxCollider.Normal; } } }
public void CheckSpritesParado_P1() { if (player1.enumsPlayers.movimiento != EnumsPlayers.Movimiento.Saltar && player1.enumsPlayers.movimiento != EnumsPlayers.Movimiento.Agacharse && InputPlayerController.Horizontal_Button_P1() == 0) { if (InputPlayerController.CheckPressAttackButton_P1()) { player1.spritePlayerActual.ActualSprite = SpritePlayer.SpriteActual.ParadoAtaque; } else if (InputPlayerController.CheckPressDeffenseButton_P1()) { player1.spritePlayerActual.ActualSprite = SpritePlayer.SpriteActual.ParadoDefensa; if (player1_PvP != null) { player1_PvP.playerState = Player_PvP.State.Defendido; } } else { player1.spritePlayerActual.ActualSprite = SpritePlayer.SpriteActual.Parado; player1.spritePlayerActual.delaySpriteRecibirDanio = player1.spritePlayerActual.GetAuxDelaySpriteRecibirDanio(); } } }
public void CheckInputPlayer1() { if (player1_PvP == null) { CheckVerticalUp_P1(); CheckVerticalDown_P1(); CheckVerticalCero_P1(); CheckHorizontalLeft_P1(); CheckHorizontalRight_P1(); CheckHorizontalCero_P1(); CheckAttackButton_P1(); CheckDeffenceButton_P1(); CheckSpecialAttackButton_P1(); } else { switch (player1_PvP.playerSelected) { case Player_PvP.PlayerSelected.Agresivo: CheckVerticalUp_P1(); CheckVerticalCero_P1(); CheckHorizontalLeft_P1(); CheckHorizontalRight_P1(); CheckHorizontalCero_P1(); CheckAttackButton_P1(); CheckDeffenceButton_P1(); CheckDeffenceButton_P1(); CheckSpecialAttackButton_P1(); break; case Player_PvP.PlayerSelected.Balanceado: CheckVerticalUp_P1(); CheckVerticalDown_P1(); CheckVerticalCero_P1(); CheckHorizontalLeft_P1(); CheckHorizontalRight_P1(); CheckHorizontalCero_P1(); CheckAttackButton_P1(); CheckDeffenceButton_P1(); CheckSpecialAttackButton_P1(); break; case Player_PvP.PlayerSelected.Defensivo: CheckVerticalCero_P1(); CheckHorizontalLeft_P1(); CheckHorizontalRight_P1(); CheckHorizontalCero_P1(); CheckAttackButton_P1(); CheckDeffenceButton_P1(); CheckSpecialAttackButton_P1(); break; case Player_PvP.PlayerSelected.Protagonista: CheckVerticalUp_P1(); CheckVerticalDown_P1(); CheckVerticalCero_P1(); CheckHorizontalLeft_P1(); CheckHorizontalRight_P1(); CheckHorizontalCero_P1(); CheckAttackButton_P1(); CheckDeffenceButton_P1(); CheckSpecialAttackButton_P1(); break; } } if (!InputPlayerController.CheckPressDeffenseButton_P1() && !player1.GetIsJumping() && player1.enumsPlayers.movimiento != EnumsPlayers.Movimiento.Saltar && player1.enumsPlayers.movimiento != EnumsPlayers.Movimiento.SaltoAtaque && player1.enumsPlayers.movimiento != EnumsPlayers.Movimiento.SaltoDefensa) { player1.gridPlayer.CheckCuadrillaOcupada(player1.structsPlayer.dataPlayer.columnaActual, player1.structsPlayer.dataPlayer.CantCasillasOcupadas_X, player1.structsPlayer.dataPlayer.CantCasillasOcupadas_Y); } }