void Update() { //SHOOT ------------------------------------- if (shoot_cooldown <= shoot_current_cooldown && player_controller.AbilitiesUp()) { if (GamePad.GetButtonDown(normal_shoot, player_num) || Input.GetKeyDown(normal_test_shoot_button)) { Vector2 inp = GamePad.GetAxis(GamePad.Axis.LeftStick, player_num, false); float h = inp.x; float v = inp.y; Vector3 dir = new Vector3(Mathf.Abs(h), 0, Mathf.Abs(v)); if (dir.sqrMagnitude > 0.2) { ShootBullet(dir.normalized); } else { ShootBullet(transform.right); } shoot_current_cooldown = 0.0f; } } else { shoot_current_cooldown += Time.deltaTime; } }
void Update() { if (swipe) { Swiping(); } else { if (cooldown <= current_cooldwon && player_controller.AbilitiesUp()) { if (GamePad.GetButtonDown(swipe_button, player_num) || Input.GetKeyDown(swipe_test_button)) { Vector2 inp = GamePad.GetAxis(GamePad.Axis.LeftStick, player_num, false); float h = inp.x; float v = inp.y; Vector3 dir = new Vector3(Mathf.Abs(h), 0, Mathf.Abs(v)); Swipe(dir); } } else { current_cooldwon += Time.deltaTime; } } }
void Update() { if (shield_active) { if (active_time <= current_active_time) { Invoke("DeactivateShield", time_to_desactivate); } else { current_active_time += Time.deltaTime; if (player_controller.current_M_state == Player_M_states.STUNED || player_controller.current_M_state == Player_M_states.SLEEPED) { Invoke("DeactivateShield", time_to_desactivate); } } } else { if (cooldown <= current_cooldwon && player_controller.AbilitiesUp()) { if (GamePad.GetButtonDown(shield_button, player_num) || Input.GetKeyDown(shield_test_button)) { ActivateShield(); } } else { current_cooldwon += Time.deltaTime; } } }
void Update() { if (furi_active) { if (active_time <= current_active_time) { DeactivateFuri(); } else { current_active_time += Time.deltaTime; if (player_controller.current_M_state == Player_M_states.STUNED || player_controller.current_M_state == Player_M_states.SLEEPED) { DeactivateFuri(); } } } else { if (cooldown <= current_cooldwon && player_controller.AbilitiesUp()) { if (GamePad.GetButtonDown(furi_button, player_num) || Input.GetKeyDown(furi_test_button)) { ActivateFuri(); } } else { current_cooldwon += Time.deltaTime; } } }
void Update() { if (cooldown <= current_cooldwon && player_controller.AbilitiesUp()) { if (GamePad.GetButtonDown(furi_button, player_num) || Input.GetKeyDown(furi_test_button)) { //DO HABILITY STUFF } } else { current_cooldwon += Time.deltaTime; } }
void Update() { if (shield_active) { if (active_time <= current_active_time) { Invoke("DeactivateShield", time_to_desactivate); } else { current_active_time += Time.deltaTime; if (player_controller.current_M_state == Player_M_states.STUNED || player_controller.current_M_state == Player_M_states.SLEEPED) { Invoke("DeactivateShield", time_to_desactivate); } } } else { if (cooldown <= current_cooldwon && player_controller.AbilitiesUp()) { if (GamePad.GetButtonDown(shield_button, player_num) || Input.GetKeyDown(shield_test_button)) { Vector2 inp = GamePad.GetAxis(GamePad.Axis.LeftStick, player_num, false); float h = inp.x; float v = inp.y; Vector3 dir = new Vector3(Mathf.Abs(h), 0, Mathf.Abs(v)); ActivateShield(dir); } } else { current_cooldwon += Time.deltaTime; } } }
void Update() { if (shooting) { if (real_timer_between_bullets <= timer_between_bullets) { Vector2 inp = GamePad.GetAxis(GamePad.Axis.LeftStick, (GamePad.Index)player_num, false); float h = inp.x; float v = inp.y; Vector3 dir = new Vector3(Mathf.Abs(h), 0, Mathf.Abs(v)); if (dir.sqrMagnitude < 0.2) { dir = transform.right; } float new_degrees_of_direction = Random.Range(-degrees_of_direction, degrees_of_direction); new_degrees_of_direction *= Mathf.Deg2Rad; Vector3 new_dir = dir; float cos = Mathf.Cos(new_degrees_of_direction); float sin = Mathf.Sin(new_degrees_of_direction); new_dir.x = dir.x * cos - dir.z * sin; new_dir.z = -dir.x * sin + dir.z * cos; ShootBullet(new_dir.normalized); bullets_shoot++; if (bullets_shoot >= bullet_num) { shoot_current_cooldown = 0.0f; bullets_shoot = 0; shooting = false; } timer_between_bullets = 0.0f; real_timer_between_bullets = Random.Range(0, time_between_bullets); } else { timer_between_bullets += Time.deltaTime; } } else { //SHOOT ------------------------------------- if (shoot_cooldown <= shoot_current_cooldown && player_controller.AbilitiesUp()) { if (GamePad.GetButtonDown(shotgun_button, player_num) || Input.GetKeyDown(shotgun_test_shoot_button)) { shooting = true; player_controller.Shoot(); } } else { shoot_current_cooldown += Time.deltaTime; } } }