/* * // In the Update event, the script checks if the cooldown timer has reached its * // end. If not, the cooldown timer is incremented by Time.deltaTime. Afterwards, * // the script checks for player input and calls a crew function if necessary. */ // Update is called once per frame void Update() { if (!isLocalPlayer) { return; } if (cooldownTimer < cooldown) { cooldownTimer += Time.deltaTime; } if (InputWrapper.GetButtonDown(attackButton)) { AttackCrew(); DisplayUpdate(); } else if (InputWrapper.GetButtonDown(defenseButton)) { DefenseCrew(); DisplayUpdate(); } else if (InputWrapper.GetButtonDown(speedButton)) { SpeedCrew(); DisplayUpdate(); } }
public void Update() { Vector2 movement; // Gets information about input axis float inputX = InputWrapper.GetAxisRaw("Horizontal"); float inputY = InputWrapper.GetAxisRaw("Vertical"); // Prepare the movement for each direction movement = new Vector2(inputX, inputY); // Makes the movement relative to time movement *= Time.deltaTime; //get dodge input from player bool dodge = InputWrapper.GetButtonDown("Dodge"); if (dodge) { player.StartDodge(); } player.Walk(movement.normalized); //get targeting input from player bool target = InputWrapper.GetButtonDown("Target"); if (target) { if (!player.inCombat) { player.Interact(); } else { player.ToggleTarget(); } } //get attack input from player bool atk = InputWrapper.GetButtonDown("Attack"); if (atk) { player.Attack(); } bool toggleItem = InputWrapper.GetButtonDown("Toggle item"); if (toggleItem) { ToggleItem(); } bool useItem = InputWrapper.GetButtonDown("Use item"); if (useItem) { UseItem(); } }
/// <summary> /// In the Update event, the script checks if the cooldown timer has reached its /// end. If not, the cooldown timer is incremented by Time.deltaTime. /// Otherwise, the script checks for player input. If a crew button is selected, /// then the function StatUpdate is called to update the stat in relation to the /// number of crew members available. If any change does occur, the modification /// goes to the StatSystem. /// </summary> // Update is called once per frame void Update() { if (isLocalPlayer) { if (cooldownTimer < COOLDOWN_LIMIT) { cooldownTimer += Time.deltaTime; cooldownImage.fillAmount = cooldownTimer / COOLDOWN_LIMIT; } else { if (InputWrapper.GetButtonDown(attackButton)) { statChange = StatUpdate(ref attackStage); if (statChange != 0) { statSystem.AlterAttack(STAGE_MULTIPLIER * statChange); cooldownTimer = 0; } } else if (InputWrapper.GetButtonDown(defenseButton)) { statChange = StatUpdate(ref defenseStage); if (statChange != 0) { statSystem.AlterDefense(STAGE_MULTIPLIER * statChange); cooldownTimer = 0; } } else if (InputWrapper.GetButtonDown(speedButton)) { statChange = StatUpdate(ref speedStage); if (statChange != 0) { statSystem.AlterSpeed(STAGE_MULTIPLIER * statChange); cooldownTimer = 0; } } else if (InputWrapper.GetButtonDown(resetButton)) { ResetStages(); } //if some action was performed, play the sound if (cooldownTimer == 0) { transform.Find("ShipSounds").Find("CrewManagement").GetComponent <AudioSource>().Play(); } } } }
// Update is called once per frame void Update() { if (!isGameOver) { if (InputWrapper.GetButtonDown("Pause")) { CallPauseToggleEvent(); CallMenuToggleEvent(); } } }
private void Update() { Vector3 throwVector = Boat.transform.forward * 2 + new Vector3(0, 0.05f, 0); if (InputWrapper.GetButtonDown("L1", Controller)) { Shoot((-Boat.transform.right / 2 + throwVector) * Force + Boat.velocity, projectiles[Random.Range(0, projectiles.Length)]); } if (InputWrapper.GetButtonDown("R1", Controller)) { Shoot((Boat.transform.right / 2 + throwVector) * Force + Boat.velocity, projectiles[Random.Range(0, projectiles.Length)]); } }
/* * // The Update event checks for button inputs. When a stat buff is chosen, the * // appropriate stat function from the CrewManagement script is called. After * // stat calculations are done, DisplayUpdate() is called to update the UI. */ // Update is called once per frame void Update() { if (InputWrapper.GetButtonDown(attackButton)) { //crewManagement.AttackCrew(); DisplayUpdate(); } else if (InputWrapper.GetButtonDown(defenseButton)) { //crewManagement.DefenseCrew(); DisplayUpdate(); } else if (InputWrapper.GetButtonDown(speedButton)) { //crewManagement.SpeedCrew(); DisplayUpdate(); } }