//Player Lane changes here to check the right side is any obstacle player hurt count increased public void RightSideMoving() { //thisTranfrom.eulerAngles = new Vector3 (0, 0, 0); if (ObstacleCheck.CheckRightSide()) { if (playerAnimator.GetCurrentAnimatorStateInfo(0).fullPathHash == runState) { playerAnimator.SetTrigger("RightSideHit"); } speed = originalSpeed; playeHurtCount++; GameUIController.Static.UpdateHearts(playeHurtCount); if (playeHurtCount == playerHealt) { KillPlayer(); } } else if (CurrentState != PlayerStates.PlayerDead && CurrentState != PlayerStates.Idle && CurrentState != PlayerStates.empty) { handledLaneChange = false; if (isTurning) { return; } switch (currentLane) { case PlayerLane.one: currentLane = PlayerLane.two; ChangeLaneActions(true); break; case PlayerLane.two: currentLane = PlayerLane.three; ChangeLaneActions(true); break; case PlayerLane.three: currentLane = PlayerLane.four; ChangeLaneActions(true); break; case PlayerLane.four: break; } } }
public bool ChangeLane(SwitchDirection dir, ref float targetHeight) { if (dir == SwitchDirection.Up) { if ((int)playerLane + 1 < nLanes) { playerLane += 1; targetHeight = highLaneHeight; return(true); } } if (dir == SwitchDirection.Down) { if ((int)playerLane - 1 >= 0) { playerLane -= 1; targetHeight = lowLaneHeight; return(true); } } return(false); }
public DennisSoldier(Player player, PlayerLane lane, int x) : base(player, lane, x) { }
public TowerHurtMap(PlayerLane laneToGenerate) { this.attackLane = laneToGenerate; }
public DennisStrategy(PlayerLane defendLane, PlayerLane attackLane, Player player) : base(defendLane, attackLane, player) { this.defendLane = defendLane; this.attackLane = attackLane; this.player = player; }