// Update is called once per frame void Update() { if (!m_isDead && movingEnable) { if (!m_grounded && m_groundSensor.State()) { m_grounded = true; m_animator.SetBool("Grounded", m_grounded); } if (m_grounded && !m_groundSensor.State()) { m_grounded = false; m_animator.SetBool("Grounded", m_grounded); } float inputX = Input.GetAxis("Horizontal"); if (inputX > 0) { GetComponent <SpriteRenderer>().flipX = true; isWatchingLeft = false; } else if (inputX < 0) { GetComponent <SpriteRenderer>().flipX = false; isWatchingLeft = true; } // Move m_body2d.velocity = new Vector2(inputX * m_speed, m_body2d.velocity.y); //Jump if (Input.GetKeyDown("space") && m_grounded) { m_grounded = false; m_animator.SetBool("Grounded", m_grounded); m_body2d.velocity = new Vector2(m_body2d.velocity.x, m_jumpForce); m_groundSensor.Disable(0.2f); } //Fight else if (Input.GetKeyDown("q")) { SpawnBullet(); } //Run else if (Mathf.Abs(inputX) > Mathf.Epsilon) { m_animator.SetInteger("AnimState", 1); } //Idle else { m_animator.SetInteger("AnimState", 0); } } }
void Update() { if (!finished) { if (!m_grounded && m_groundSensor.State()) { m_grounded = true; doubleJump = true; m_animator.SetBool("Grounded", m_grounded); } if (m_grounded && !m_groundSensor.State()) { m_grounded = false; m_animator.SetTrigger("Jump"); m_animator.SetBool("Grounded", m_grounded); } // -- Handle input and movement -- float inputX = Input.GetAxis("Horizontal"); sprite.flipX = inputX > 0; // Move m_body2d.velocity = new Vector2(inputX * m_speed, m_body2d.velocity.y); //Jump if (Input.GetKeyDown("space") && (doubleJump)) { if (m_grounded) { m_grounded = false; m_body2d.velocity = new Vector2(m_body2d.velocity.x, m_jumpForce); m_animator.SetTrigger("Jump"); m_animator.SetBool("Grounded", m_grounded); m_groundSensor.Disable(0.5F); } else { doubleJump = false; m_body2d.velocity = new Vector2(m_body2d.velocity.x, m_jumpForce / 2); } } //Run else if (Mathf.Abs(inputX) > 0.0F) { m_animator.SetInteger("AnimState", 2); } //Idle else { m_animator.SetInteger("AnimState", 0); } } }
// Update is called once per frame void Update() { if (!IsHit && !IsHited) { var Hor = Input.GetAxis("Horizontal"); if (Hor > 0) { GetComponent <SpriteRenderer>().flipX = true; } else if (Hor < 0) { GetComponent <SpriteRenderer>().flipX = false; } if (Input.GetKeyDown(KeyCode.Z) && mSensor_Bandit.State() && !isAttacking) { this.GetComponent <Rigidbody2D>().velocity = new Vector2(this.GetComponent <Rigidbody2D>().velocity.x, JumpHigth); } if (Input.GetKey(KeyCode.X) && mSensor_Bandit.State() && !isAttacking && !IsHited) { if (!isAttacking) { StartCoroutine(Attack()); } } else if (!mSensor_Bandit.State() && !isAttacking && !IsHited) { IsGrounded = true; animator.SetTrigger("Jump"); animator.SetBool("Grounded", !mSensor_Bandit.State()); } else if (Mathf.Abs(Hor) > Mathf.Epsilon) { animator.SetInteger("AnimState", 2); } else { animator.SetInteger("AnimState", 0); } if (!isAttacking) { if (Hor != 0) { this.GetComponent <Rigidbody2D>().velocity = new Vector2(Hor * speed, this.GetComponent <Rigidbody2D>().velocity.y); } else { this.GetComponent <Rigidbody2D>().velocity = new Vector2(0, this.GetComponent <Rigidbody2D>().velocity.y); } } } }
// Update is called once per frame void Update() { //Check if character just landed on the ground if (!m_grounded && m_groundSensor.State()) { m_grounded = true; m_animator.SetBool("Grounded", m_grounded); } //Check if character just started falling if (m_grounded && !m_groundSensor.State()) { m_grounded = false; m_animator.SetBool("Grounded", m_grounded); } // -- Handle input and movement -- float moveX = -1; // Swap direction of sprite depending on walk direction if (moveX > 0) { transform.localScale = new Vector3(-1.0f, 1.0f, 1.0f); } else if (moveX < 0) { transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); } // Move m_body2d.velocity = new Vector2(moveX * m_speed, m_body2d.velocity.y); //Set AirSpeed in animator m_animator.SetFloat("AirSpeed", m_body2d.velocity.y); // m_animator.SetTrigger("Run"); // -- Handle Animations -- //Death //Hurt //else if (Input.GetKeyDown("q")) // m_animator.SetTrigger("Hurt"); //Attack ////Change between idle and combat idle // else if (Input.GetKeyDown("f")) // m_combatIdle = !m_combatIdle; //Jump }
void Update() { //Check if character just landed on the ground if (!grounded && groundSensor.State()) { grounded = true; animator.SetBool("Grounded", grounded); } //Check if character just started falling if (grounded && !groundSensor.State()) { grounded = false; animator.SetBool("Grounded", grounded); } // -- Handle input and movement -- float inputX = Input.GetAxis("Horizontal"); // Swap direction of sprite depending on walk direction if (inputX > 0) { transform.localScale = new Vector3(-1.0f, 1.0f, 1.0f); } else if (inputX < 0) { transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); } // Move rb.velocity = new Vector2(inputX * speed, rb.velocity.y); // -- Handle Animations -- // ----------------------- //Run if (Mathf.Abs(inputX) > Mathf.Epsilon) { animator.SetInteger("AnimState", 2); } //Idle else { animator.SetInteger("AnimState", 0); } // ----------------------- }
void Update() { if (attacking) { if (attackTimer > 0) { attackTimer -= Time.deltaTime; } else { attacking = false; } } //Check if character just landed on the ground if (!m_grounded && m_groundSensor.State()) { m_grounded = true; m_animator.SetBool("Grounded", m_grounded); } //Check if character just started falling if (m_grounded && !m_groundSensor.State()) { m_grounded = false; m_animator.SetBool("Grounded", m_grounded); } //Set AirSpeed in animator m_animator.SetFloat("AirSpeed", m_body2d.velocity.y); //Combat Idle if (m_combatIdle) { m_animator.SetInteger("AnimState", 1); } //Idle else { m_animator.SetInteger("AnimState", 0); } }
private void Jump() { if (m_groundSensor.State()) { m_body2d.velocity = new Vector2(m_body2d.velocity.x, jumpForce); } else if (m_wallSensor.State()) { transform.localScale = new Vector2(transform.localScale.x * -1, 1); m_wallJump = true; Invoke("SetWallJumpToFalse", 0.08f); } }
// Update is called once per frame void Update() { if (input == null || m_isDead) { return; } //Check if character just landed on the ground if (!m_grounded && m_groundSensor.State()) { m_grounded = true; m_animator.SetBool("Grounded", m_grounded); LandedEvent(); } //Check if character just started falling if (m_grounded && !m_groundSensor.State()) { m_grounded = false; m_animator.SetBool("Grounded", m_grounded); } // -- Handle input and movement -- var inputX = CanMove() ? input.GetHorizontalMove() : 0; // Swap direction of sprite depending on walk direction if (inputX > 0) { transform.localScale = new Vector3(-1.0f, 1.0f, 1.0f); } else if (inputX < 0) { transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); } // Move m_body2d.velocity = new Vector2(inputX * m_speed, m_body2d.velocity.y); //Set AirSpeed in animator m_animator.SetFloat("AirSpeed", m_body2d.velocity.y); if (postAttackCooldown > 0) { postAttackCooldown -= Time.deltaTime; } if (blockTimer <= 0 && postBlockCooldown > 0) { postBlockCooldown -= Time.deltaTime; IsBlocking = false; m_combatIdle = false; } if (blockTimer > 0) { blockTimer -= Time.deltaTime; } // -- Handle Animations -- //Attack else if (input.Attack() && postAttackCooldown <= 0) { m_animator.SetTrigger("Attack"); postAttackCooldown = 0.9f; AttackedEvent(); } //Jump else if (input.Jump() && m_grounded) { m_animator.SetTrigger("Jump"); m_grounded = false; m_animator.SetBool("Grounded", m_grounded); m_body2d.velocity = new Vector2(m_body2d.velocity.x, m_jumpForce); m_groundSensor.Disable(0.2f); JumpedEvent(); } else if (input.Block() && postBlockCooldown <= 0) { IsBlocking = true; m_combatIdle = true; postBlockCooldown = 1f; blockTimer = blockDuration; } //Run if (Mathf.Abs(inputX) > Mathf.Epsilon) { m_animator.SetInteger("AnimState", 2); } //Combat Idle else if (m_combatIdle) { m_animator.SetInteger("AnimState", 1); } //Idle else { m_animator.SetInteger("AnimState", 0); } }
// Update is called once per frame void Update() { //Check if character just landed on the ground if (!m_grounded && m_groundSensor.State()) { m_grounded = true; m_animator.SetBool("Grounded", m_grounded); } //Check if character just started falling if (m_grounded && !m_groundSensor.State()) { m_grounded = false; m_animator.SetBool("Grounded", m_grounded); } // -- Handle input and movement -- float inputX = Input.GetAxis("Horizontal"); if (!m_isDead) { // Swap direction of sprite depending on walk direction if (inputX > 0) { transform.localScale = new Vector3(-1.0f, 1.0f, 1.0f); } else if (inputX < 0) { transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); } // Move m_body2d.velocity = new Vector2(inputX * m_speed, m_body2d.velocity.y); } //Set AirSpeed in animator m_animator.SetFloat("AirSpeed", m_body2d.velocity.y); //Death //m_animator.SetTrigger("Death"); //m_isDead = !m_isDead; //Hurt //m_animator.SetTrigger("Hurt"); //Jump if (Input.GetKeyDown("space") && m_grounded && !m_isDead) { m_animator.SetTrigger("Jump"); m_grounded = false; m_animator.SetBool("Grounded", m_grounded); m_body2d.velocity = new Vector2(m_body2d.velocity.x, m_jumpForce); m_groundSensor.Disable(0.2f); } //Run else if (Mathf.Abs(inputX) > Mathf.Epsilon && !m_isDead) { m_animator.SetInteger("AnimState", 2); } //Combat Idle else if (m_combatIdle) { m_animator.SetInteger("AnimState", 1); } //Idle else { m_animator.SetInteger("AnimState", 0); } }
void Update() { if (!_grounded && _groundSensor.State()) { _grounded = true; _animator.SetBool("Grounded", _grounded); } if (_grounded && !_groundSensor.State()) { _grounded = false; _animator.SetBool("Grounded", _grounded); } if (!_Dash) { inputX = Input.GetAxis("Horizontal"); } Flip(inputX); _animator.SetFloat("AirSpeed", _body2d.velocity.y); /* * if (Input.GetKeyDown("e")) { * if(!_isDead) * _animator.SetTrigger("Death"); * else * _animator.SetTrigger("Recover"); * * _isDead = !_isDead; * } */ if (Input.GetKeyDown(KeyCode.LeftShift) && !_Dash) { _Dash = true; _DashTime = Time.time + 0.3f; } else if (Input.GetMouseButtonDown(0) && _TimeToAttack < Time.time) { _animator.SetTrigger("Attack"); _TimeToAttack = Time.time + _TimeReload; } else if (Input.GetKeyDown("f")) { _combatIdle = !_combatIdle; } else if (Input.GetKeyDown("space") && _grounded) { _animator.SetTrigger("Jump"); _grounded = false; _animator.SetBool("Grounded", _grounded); _body2d.velocity = new Vector2(_body2d.velocity.x, _jumpForce); _groundSensor.Disable(0.2f); } else if (Mathf.Abs(inputX) > Mathf.Epsilon) { _animator.SetInteger("AnimState", 2); } else if (_combatIdle) { _animator.SetInteger("AnimState", 1); } else { _animator.SetInteger("AnimState", 0); } Move(inputX); }
void Update() { CalculateVelocity(); HandleWallSliding(); controller.Move(velocity * Time.deltaTime, directionalInput); if (controller.collisions.above || controller.collisions.below) { if (controller.collisions.slidingDownMaxSlope) { velocity.y += controller.collisions.slopeNormal.y * -gravity * Time.deltaTime; } else { velocity.y = 0; } } //Check if character just landed on the ground if (!m_grounded && m_groundSensor.State()) { m_grounded = true; m_animator.SetBool("Grounded", m_grounded); } //Check if character just started falling if (m_grounded && !m_groundSensor.State()) { m_grounded = false; m_animator.SetBool("Grounded", m_grounded); } // -- Handle input and movement -- float inputX = Input.GetAxis("Horizontal"); // Swap direction of sprite depending on walk direction if (inputX > 0) { transform.localScale = new Vector3(-2.0f, 2.0f, 2.0f); timerStart = true; } else if (inputX < 0) { transform.localScale = new Vector3(2.0f, 2.0f, 2.0f); timerStart = true; } // Move m_body2d.velocity = new Vector2(inputX * m_speed, m_body2d.velocity.y); //Set AirSpeed in animator m_animator.SetFloat("AirSpeed", m_body2d.velocity.y); // -- Handle Animations -- //Death if (Input.GetKeyDown("e")) { if (!m_isDead) { m_animator.SetTrigger("Death"); } else { m_animator.SetTrigger("Recover"); } m_isDead = !m_isDead; } //Hurt else if (Input.GetKeyDown("q")) { m_animator.SetTrigger("Hurt"); } //Attack else if (Input.GetMouseButtonDown(0)) { m_animator.SetTrigger("Attack"); } //Change between idle and combat idle else if (Input.GetKeyDown("f")) { m_combatIdle = !m_combatIdle; } //Jump else if (Input.GetKeyDown("space") && m_grounded) { m_animator.SetTrigger("Jump"); m_grounded = false; m_animator.SetBool("Grounded", m_grounded); m_body2d.velocity = new Vector2(m_body2d.velocity.x, m_jumpForce); m_groundSensor.Disable(0.2f); } //Run else if (Mathf.Abs(inputX) > Mathf.Epsilon) { m_animator.SetInteger("AnimState", 2); } //Combat Idle else if (m_combatIdle) { m_animator.SetInteger("AnimState", 1); } //Idle else { m_animator.SetInteger("AnimState", 0); } if (timerStart) { timeLeft -= Time.deltaTime; } if (timeLeft > 0) { var timer = GameObject.Find("Timer"); timer.GetComponent <UnityEngine.UI.Text>().text = timeLeft.ToString(); } if (timeLeft < 0 && !is_damaged) { GameObject player = GameObject.Find("Player"); player.transform.position = new Vector3(22f, 10f, 0f); StartCoroutine(HitDrake()); if (m_animator.GetCurrentAnimatorStateInfo(0).IsName("Attack")) { GameObject pvDrake = GameObject.Find("HpDrake"); var imagePvDrake = pvDrake.GetComponent <UnityEngine.UI.Image>(); imagePvDrake.fillAmount -= (float)m_item / 30; Reset(player); } } }
// Update is called once per frame void Update() { if (Time.timeScale == 0f) { return; } parx = 0; parx2 = 0; if (Input.GetKey(KeyCode.LeftArrow)) { if (!myFx.isPlaying && isGrounded) { walk(); } speedX = -horSpeed; parx = -parxSpeed; parx2 = -parxSpeed2; if (speedX < 0 && isFacingRight) { Flip(); } } else if (Input.GetKey(KeyCode.RightArrow)) { if (!myFx.isPlaying && isGrounded) { walk(); } speedX = horSpeed; parx = parxSpeed; parx2 = parxSpeed2; if (speedX > 0 && !isFacingRight) { Flip(); } } transform.Translate(speedX, 0, 0); speedX = 0; //Check if character just landed on the ground if (!m_grounded && m_groundSensor.State()) { m_grounded = true; m_animator.SetBool("Grounded", m_grounded); } //Check if character just started falling if (m_grounded && !m_groundSensor.State()) { m_grounded = false; m_animator.SetBool("Grounded", m_grounded); } // второстепенное управление! float inputX = Input.GetAxis("Horizontal"); // смена направления(устарело) //if (inputX > 0) // GetComponent<SpriteRenderer>().flipX = true; //else if (inputX < 0) // GetComponent<SpriteRenderer>().flipX = false; // Move // m_body2d.velocity = new Vector2(inputX * m_speed, m_body2d.velocity.y); //Set AirSpeed in animator m_animator.SetFloat("AirSpeed", m_body2d.velocity.y); //Death if (Input.GetKeyDown("e")) { if (!m_isDead) { m_animator.SetTrigger("Death"); } else { m_animator.SetTrigger("Recover"); } m_isDead = !m_isDead; } if (lifeScriptAlf.lifeValue <= 0) { // SoundDeath(); // animator.SetBool("isDead", true); Invoke("death", deathDelay); } //дэмэдж //else if (Input.GetKeyDown("q")) //атака else if (Input.GetKeyDown("w")) { if (attackAnim == true) { attackAnim = false; m_animator.SetTrigger("Attack"); Invoke("AttackResetAnim", 1); Invoke("SoundHit", attackSoundDelay); } Invoke("Attack", attackDelay); } //Смена позиции (не знаю еще для чгео) else if (Input.GetKeyDown("f")) { m_combatIdle = !m_combatIdle; } //прыжок else if (Input.GetKeyDown("space") && m_grounded) { SoundJump(); m_animator.SetTrigger("Jump"); m_grounded = false; m_animator.SetBool("Grounded", m_grounded); m_body2d.velocity = new Vector2(m_body2d.velocity.x, m_jumpForce); m_groundSensor.Disable(0.2f); } //Run else if (Mathf.Abs(inputX) > Mathf.Epsilon) { m_animator.SetInteger("AnimState", 2); } //Combat Idle else if (m_combatIdle) { m_animator.SetInteger("AnimState", 1); } //Idle else { m_animator.SetInteger("AnimState", 0); } }
void Update() { facingRight = GetComponent <SpriteRenderer>().flipX; isAttacking = animator.GetCurrentAnimatorStateInfo(0).IsName("Attack"); float inputX = Input.GetAxis("Horizontal"); if (currentHealth <= 0) { switchToDeath(); } if (!isAttacking) { SwordAttackDone(); } if (!grounded && groundSensor.State()) { grounded = true; animator.SetBool("Grounded", grounded); } if (grounded && !groundSensor.State()) { grounded = false; animator.SetBool("Grounded", grounded); } // Swap direction of sprite depending on walk direction if (!isDead && !isAttacking) { if (inputX > 0) { GetComponent <SpriteRenderer>().flipX = true; } else if (inputX < 0) { GetComponent <SpriteRenderer>().flipX = false; } } // Jump if ((Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow)) && !isAttacking && grounded && !isDead) { Jump(); } // -- Handle Animations -- //Recover if (Input.GetKeyDown("e")) { if (isDead) { currentHealth = maxHealth; isDead = false; animator.SetTrigger("Recover"); } } //Attack if (Input.GetKey("space") && !isAttacking && !isDead) { animator.SetTrigger("Attack"); } //Run if (Mathf.Abs(inputX) > Mathf.Epsilon) { animator.SetInteger("AnimState", 2); } //Combat Idle if (combatIdle) { animator.SetInteger("AnimState", 1); } //Idle if (!Input.anyKey) { animator.SetInteger("AnimState", 0); } }
// Update is called once per frame void Update() { //Check if character just landed on the ground if (!m_grounded && m_groundSensor.State()) { m_grounded = true; m_animator.SetBool("Grounded", m_grounded); } //Check if character just started falling if (m_grounded && !m_groundSensor.State()) { m_grounded = false; m_animator.SetBool("Grounded", m_grounded); } // -- Handle input and movement -- float inputX = Input.GetAxis("Horizontal"); // Swap direction of sprite depending on walk direction if (inputX > 0) { GetComponent <SpriteRenderer>().flipX = true; } else if (inputX < 0) { GetComponent <SpriteRenderer>().flipX = false; } // Move m_body2d.velocity = new Vector2(inputX * m_speed, m_body2d.velocity.y); //Set AirSpeed in animator m_animator.SetFloat("AirSpeed", m_body2d.velocity.y); // -- Handle Animations -- //Death if (Input.GetKeyDown("e")) { if (!m_isDead) { m_animator.SetTrigger("Death"); } else { m_animator.SetTrigger("Recover"); } m_isDead = !m_isDead; } //Hurt else if (Input.GetKeyDown("q")) { m_animator.SetTrigger("Hurt"); } //Attack else if (Input.GetMouseButtonDown(0)) { m_animator.SetTrigger("Attack"); } //Change between idle and combat idle else if (Input.GetKeyDown("f")) { m_combatIdle = !m_combatIdle; } //Jump else if (Input.GetKeyDown("space") && m_grounded) { m_animator.SetTrigger("Jump"); m_grounded = false; m_animator.SetBool("Grounded", m_grounded); m_body2d.velocity = new Vector2(m_body2d.velocity.x, m_jumpForce); m_groundSensor.Disable(0.2f); } //Run else if (Mathf.Abs(inputX) > Mathf.Epsilon) { m_animator.SetInteger("AnimState", 2); } //Combat Idle else if (m_combatIdle) { m_animator.SetInteger("AnimState", 1); } //Idle else { m_animator.SetInteger("AnimState", 0); } }
void Update() { //Dead if (HealthBar.kontrol == false) { if (kontrol) { this.GetComponent <PlayerMove>().enabled = false; this.GetComponent <Collider2D>().enabled = false; //AudioSource.PlayClipAtPoint(deadSound, Camera.main.transform.position); foreach (Transform child in this.transform) { child.gameObject.SetActive(false); } kontrol = false; StartCoroutine("Restart"); StartCoroutine("destroyBanner"); } } timer += Time.deltaTime; if (!m_grounded && m_groundSensor.State()) { m_grounded = true; m_animator.SetBool("Grounded", m_grounded); } if (m_grounded && !m_groundSensor.State()) { m_grounded = false; m_animator.SetBool("Grounded", m_grounded); } inputX = Input.GetAxis("Horizontal"); if (inputX > 0) { GetComponent <SpriteRenderer>().flipX = true; } else if (inputX < 0) { GetComponent <SpriteRenderer>().flipX = false; } // Move m_body2d.velocity = new Vector2(inputX * m_speed, m_body2d.velocity.y); //Set AirSpeed in animator m_animator.SetFloat("AirSpeed", m_body2d.velocity.y); //Attack //if (Input.GetMouseButtonDown(0)) //{ // m_animator.SetTrigger("Attack"); // if (GetComponent<SpriteRenderer>().flipX == true) // { // StartCoroutine(ClearRightPos()); // } // else // { // StartCoroutine(ClearLeftPos()); // } //} //Defans if (Input.GetKeyDown("f")) { m_combatIdle = !m_combatIdle; } //Jump else if (Input.GetKeyDown("space") && m_grounded || jumpClicked && m_grounded) { m_animator.SetTrigger("Jump"); m_grounded = false; m_animator.SetBool("Grounded", m_grounded); m_body2d.velocity = new Vector2(m_body2d.velocity.x, m_jumpForce); m_groundSensor.Disable(0.2f); jumpClicked = false; } //Run else if (Mathf.Abs(inputX) > Mathf.Epsilon) { m_animator.SetInteger("AnimState", 2); } //Combat Idle else if (m_combatIdle) { m_animator.SetInteger("AnimState", 1); } //Idle else { m_animator.SetInteger("AnimState", 0); } if (leftClicked) { MovePlayer(-1f); } if (rightClicked) { MovePlayer(1f); } if (attackClicked && timer > nextFire) { m_animator.SetTrigger("Attack"); if (GetComponent <SpriteRenderer>().flipX == true) { //StartCoroutine(ClearRightPos()); StartCoroutine(ClearLeftPos()); } else { //StartCoroutine(ClearLeftPos()); StartCoroutine(ClearRightPos()); } attackClicked = false; } ultiTimer += Time.deltaTime; }
// Update is called once per frame void Update() { //Check if character just landed on the ground if (!m_grounded && m_groundSensor.State()) { m_grounded = true; m_animator.SetBool("Grounded", m_grounded); } //Check if character just started falling if (m_grounded && !m_groundSensor.State()) { m_grounded = false; m_animator.SetBool("Grounded", m_grounded); } // -- Handle input and movement -- float inputX = SimpleInput.GetAxis("Horizontal"); // Swap direction of sprite depending on walk direction if (inputX > 0) { transform.localScale = new Vector3(-1.0f, 1.0f, 1.0f); } else if (inputX < 0) { transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); } // Move m_body2d.velocity = new Vector2(inputX * m_speed, m_body2d.velocity.y); //Set AirSpeed in animator m_animator.SetFloat("AirSpeed", m_body2d.velocity.y); // -- Handle Animations -- //Death if (Input.GetKeyDown("e")) { if (!m_isDead) { m_animator.SetTrigger("Death"); } else { m_animator.SetTrigger("Recover"); } m_isDead = !m_isDead; } //Hurt else if (Input.GetKeyDown("q")) { m_animator.SetTrigger("Hurt"); } //Change between idle and combat idle else if (Input.GetKeyDown("f")) { m_combatIdle = !m_combatIdle; } //Run else if (Mathf.Abs(inputX) > Mathf.Epsilon) { m_animator.SetInteger("AnimState", 2); } //Combat Idle else if (m_combatIdle) { m_animator.SetInteger("AnimState", 1); } //Idle else { m_animator.SetInteger("AnimState", 0); } }
// Update is called once per frame void Update() { if (!m_isDead) { //Check if character just landed on the ground if (!m_grounded && m_groundSensor.State()) { m_grounded = true; m_animator.SetBool("Grounded", m_grounded); } //Check if character just started falling if (m_grounded && !m_groundSensor.State()) { m_grounded = false; m_animator.SetBool("Grounded", m_grounded); } // -- Handle input and movement -- float inputX = Input.GetAxis("Horizontal"); // Swap direction of sprite depending on walk direction if (inputX > 0) { GetComponent <SpriteRenderer>().flipX = true; } else if (inputX < 0) { GetComponent <SpriteRenderer>().flipX = false; } // Move m_body2d.velocity = new Vector2(inputX * m_speed, m_body2d.velocity.y); //Set AirSpeed in animator m_animator.SetFloat("AirSpeed", m_body2d.velocity.y); if (m_grounded && inputX != 0) { if (!footsteps.isPlaying) { footsteps.Play(); } } else { if (footsteps.isPlaying) { footsteps.Stop(); } } // -- Handle Animations -- //Attack if (click) { if (power == 0) { if (Input.GetMouseButtonDown(0)) { if (timeStamp <= Time.time) { m_animator.SetTrigger("Attack"); isAttacking = true; Invoke("stopAttacking", 1f); timeStamp = Time.time + cooldown; slashAudio.Play(); } } } else if (power == 1) { if (Input.GetMouseButtonDown(0)) { if (timeStamp <= Time.time) { m_speed = 40f; m_animator.SetTrigger("Dash"); isAttacking = true; Invoke("stopAttacking", 0.2f); timeStamp = Time.time + cooldown; dashAudio.Play(); } } } else if (power == 2) { if (Input.GetMouseButton(0)) { if (timeStamp <= Time.time) { if (!m_grounded) { m_body2d.velocity = new Vector2(m_body2d.velocity.x, 0); m_speed = 10f; m_body2d.gravityScale = 12f; m_animator.SetTrigger("Dash"); isAttacking = true; if (!glideAudio.isPlaying) { glideAudio.Play(); } } else { m_animator.SetTrigger("Attack"); isAttacking = true; Invoke("stopAttacking", 1f); timeStamp = Time.time + cooldown; slashAudio.Play(); } } } if (m_grounded) { glideAudio.Stop(); } else if (Input.GetMouseButtonUp(0)) { stopAttacking(); timeStamp = Time.time + cooldown; glideAudio.Stop(); } } else if (power == 3) { if (Input.GetMouseButtonDown(0)) { if (timeStamp <= Time.time) { m_animator.SetTrigger("Attack"); isAttacking = true; Invoke("stopAttacking", 1f); timeStamp = Time.time + cooldown; slashAudio.Play(); } } } else if (power == 4) { if (Input.GetMouseButtonDown(0)) { if (timeStamp <= Time.time) { if (firstTime) { GlobalVariables.setFrozenTime(true); Invoke("unfreezeTime", 2.3f); firstTime = false; timeStamp = 0; timeFreezeAudio.Play(); } else { m_animator.SetTrigger("Attack"); isAttacking = true; Invoke("stopAttacking", 1f); timeStamp = Time.time + cooldown; slashAudio.Play(); } } } } } else { if (power == 0) { if (Input.GetKeyDown(KeyCode.Space)) { if (timeStamp <= Time.time) { m_animator.SetTrigger("Attack"); isAttacking = true; Invoke("stopAttacking", 1f); timeStamp = Time.time + cooldown; slashAudio.Play(); } } } else if (power == 1) { if (Input.GetKeyDown(KeyCode.Space)) { if (timeStamp <= Time.time) { m_speed = 40f; m_animator.SetTrigger("Dash"); isAttacking = true; Invoke("stopAttacking", 0.2f); timeStamp = Time.time + cooldown; dashAudio.Play(); } } } else if (power == 2) { if (Input.GetKey(KeyCode.Space)) { if (timeStamp <= Time.time) { if (!m_grounded) { m_body2d.velocity = new Vector2(m_body2d.velocity.x, 0); m_speed = 10f; m_body2d.gravityScale = 12f; m_animator.SetTrigger("Dash"); isAttacking = true; if (!glideAudio.isPlaying) { glideAudio.Play(); } } else { m_animator.SetTrigger("Attack"); isAttacking = true; Invoke("stopAttacking", 1f); timeStamp = Time.time + cooldown; slashAudio.Play(); } } } if (m_grounded) { glideAudio.Stop(); } else if (Input.GetKeyUp(KeyCode.Space)) { stopAttacking(); timeStamp = Time.time + cooldown; glideAudio.Stop(); } } else if (power == 3) { if (Input.GetKeyDown(KeyCode.Space)) { if (timeStamp <= Time.time) { m_animator.SetTrigger("Attack"); isAttacking = true; Invoke("stopAttacking", 1f); timeStamp = Time.time + cooldown; slashAudio.Play(); } } } else if (power == 4) { if (Input.GetKeyDown(KeyCode.Space)) { if (timeStamp <= Time.time) { if (firstTime) { GlobalVariables.setFrozenTime(true); Invoke("unfreezeTime", 2.3f); firstTime = false; timeStamp = 0; timeFreezeAudio.Play(); } else { m_animator.SetTrigger("Attack"); isAttacking = true; Invoke("stopAttacking", 1f); timeStamp = Time.time + cooldown; slashAudio.Play(); } } } } } //Jump if ((Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.W)) && (m_grounded || doubleJump)) { if (power == 3 && !doubleJump) { doubleJump = true; } else if (doubleJump) { doubleJump = false; doubleJumpAudio.Play(); } m_animator.SetTrigger("Jump"); m_grounded = false; m_animator.SetBool("Grounded", m_grounded); m_body2d.velocity = new Vector2(m_body2d.velocity.x, m_jumpForce); m_groundSensor.Disable(0.2f); } //Run else if (Mathf.Abs(inputX) > Mathf.Epsilon) { m_animator.SetInteger("AnimState", 2); } //Idle else { m_animator.SetInteger("AnimState", 0); } if (m_grounded) { doubleJump = false; } } }
// Update is called once per frame void Update() { //Check if character just landed on the ground if (!m_grounded && m_groundSensor.State()) { m_grounded = true; m_animator.SetBool("Grounded", m_grounded); } //Check if character just started falling if (m_grounded && !m_groundSensor.State()) { m_grounded = false; m_animator.SetBool("Grounded", m_grounded); } // -- Handle input and movement -- float inputX = Input.GetAxis("Horizontal"); // Swap direction of sprite depending on walk direction if (inputX > 0) { transform.localScale = new Vector3(-1.0f, 1.0f, 1.0f); } else if (inputX < 0) { transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); } // Move m_body2d.velocity = new Vector2(inputX * m_speed, m_body2d.velocity.y); //Set AirSpeed in animator m_animator.SetFloat("AirSpeed", m_body2d.velocity.y); // -- Handle Animations -- //Death if (Input.GetKeyDown("e")) { if (!m_isDead) { m_animator.SetTrigger("Death"); } else { m_animator.SetTrigger("Recover"); } m_isDead = !m_isDead; } //Hurt else if (Input.GetKeyDown("q")) { m_animator.SetTrigger("Hurt"); TakeDamage(30); } //Attack else if (Input.GetMouseButtonDown(0)) { // m_animator.SetTrigger("Attack"); if (Time.time >= nextAttackTime) { Attack(); nextAttackTime = Time.time + 1f / attackRate; } } //Change between idle and combat idle else if (Input.GetKeyDown("f")) // m_combatIdle = !m_combatIdle; { ReleaseFullBar(); Debug.Log("Bar was depleted!"); } //Jump else if (Input.GetKeyDown("space") && m_grounded) { m_animator.SetTrigger("Jump"); m_grounded = false; m_animator.SetBool("Grounded", m_grounded); m_body2d.velocity = new Vector2(m_body2d.velocity.x, m_jumpForce); m_groundSensor.Disable(0.2f); } //Run else if (Mathf.Abs(inputX) > Mathf.Epsilon) { m_animator.SetInteger("AnimState", 2); } //Combat Idle else if (m_combatIdle) { m_animator.SetInteger("AnimState", 1); } //Idle else { m_animator.SetInteger("AnimState", 0); } }
private void Update() { //constantly running m_animator.SetInteger("AnimState", 2); //check if character just landed on ground if (!m_grounded && m_groundSensor.State()) { m_grounded = true; m_animator.SetBool("Grounded", m_grounded); } //Check if character just started falling if (m_grounded && !m_groundSensor.State()) { m_grounded = false; m_animator.SetBool("Grounded", m_grounded); } //move enemy transform.Translate(Vector2.left * speed * Time.deltaTime); //get information on whether ground is detected at character edge of platform RaycastHit2D groundInfo = Physics2D.Raycast(groundDetection.position, Vector2.down, 100f); //no ground found/platform end or bounds reached if (groundInfo.collider == false) { changeDirection(); } ////Combat Idle //if (m_combatIdle) // m_animator.SetInteger("AnimState", 1); ////Idle //else // m_animator.SetInteger("AnimState", 0); //TEST enemy attack //if (Input.GetKeyDown("b")) // m_animator.SetTrigger("Attack"); //Attack AI Vector3 forward = transform.TransformDirection(Vector3.forward) * 10; Debug.DrawRay(transform.position, forward, Color.green); //check distance between self and player, is player close enough to trigger melee attack? float distToPlayer = Vector3.Distance(transform.position, playerTarget.transform.position); //RaycastHit2D close = Physics2D.CircleCast(transform.position, 100, Vector2.up); //Debug.Log(distToPlayer); //if player is within attack range if (distToPlayer < attackRange) { //Debug.Log("in distance"); //Check enough time passed since last attack if (Time.time > lastAttackTime + attackDelay) { //play attack animation m_animator.SetTrigger("Attack"); //send message to player to take damagea playerTarget.SendMessage("TakeDamage", damage, SendMessageOptions.RequireReceiver); //record time attacked ***Time.time; lastAttackTime = Time.time; } } }
// Update is called once per frame void Update() { //Check if character just landed on the ground if (!m_grounded && m_groundSensor.State()) { m_grounded = true; m_animator.SetBool("Grounded", m_grounded); } //Check if character just started falling if (m_grounded && !m_groundSensor.State()) { m_grounded = false; m_animator.SetBool("Grounded", m_grounded); } /* * // -- Handle input and movement -- * float inputX = Input.GetAxis("Horizontal"); * * // Swap direction of sprite depending on walk direction * if (inputX > 0) * transform.localScale = new Vector3(-1.0f, 1.0f, 1.0f); * else if (inputX < 0) * transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); * * // Move * m_body2d.velocity = new Vector2(inputX * m_speed, m_body2d.velocity.y); * * //Set AirSpeed in animator * m_animator.SetFloat("AirSpeed", m_body2d.velocity.y); * * // -- Handle Animations -- * //Death * if (Input.GetKeyDown("e")) { * if(!m_isDead) * m_animator.SetTrigger("Death"); * else * m_animator.SetTrigger("Recover"); * * m_isDead = !m_isDead; * } * * //Hurt * else if (Input.GetKeyDown("q")) * m_animator.SetTrigger("Hurt"); * * //Attack * else if(Input.GetMouseButtonDown(0)) { * m_animator.SetTrigger("Attack"); * } * * //Change between idle and combat idle * else if (Input.GetKeyDown("f")) * m_combatIdle = !m_combatIdle; * * //Jump * else if (Input.GetKeyDown("space") && m_grounded) { * m_animator.SetTrigger("Jump"); * m_grounded = false; * m_animator.SetBool("Grounded", m_grounded); * m_body2d.velocity = new Vector2(m_body2d.velocity.x, m_jumpForce); * m_groundSensor.Disable(0.2f); * } * * //Run * else if (Mathf.Abs(inputX) > Mathf.Epsilon) * m_animator.SetInteger("AnimState", 2); * * //Combat Idle * else if (m_combatIdle) * m_animator.SetInteger("AnimState", 1); * * //Idle * else * m_animator.SetInteger("AnimState", 0); */ }
// Update is called once per frame void Update() { //Check if character just landed on the ground if (!m_grounded && m_groundSensor.State()) { m_grounded = true; m_animator.SetBool("Grounded", m_grounded); } //Check if character just started falling if (m_grounded && !m_groundSensor.State()) { m_grounded = false; m_animator.SetBool("Grounded", m_grounded); } // -- Handle input and movement -- float inputX = Input.GetAxis("Horizontal"); // Swap direction of sprite depending on walk direction if (inputX > 0) { GetComponent <SpriteRenderer>().flipX = true; } else if (inputX < 0) { GetComponent <SpriteRenderer>().flipX = false; } // Move m_body2d.velocity = new Vector2(inputX * m_speed, m_body2d.velocity.y); //Set AirSpeed in animator m_animator.SetFloat("AirSpeed", m_body2d.velocity.y); // -- Handle Animations -- //Death if (currentHealth <= 0) { if (m_isDead == false) { m_animator.SetTrigger("Death"); m_isDead = true; Debug.Log("You dead"); Time.timeScale = 0f; FindObjectOfType <MenuBehaviour>().endGame(); } } //keep the souce code for debug /*if (Input.GetKeyDown("e")) { * if(!m_isDead) * m_animator.SetTrigger("Death"); * else * m_animator.SetTrigger("Recover"); * * m_isDead = !m_isDead; * } */ //Hurt else if (Input.GetKeyDown("q")) { m_animator.SetTrigger("Hurt"); } //Hurt else if (Input.GetKeyDown("s")) { m_animator.SetTrigger("Hurt"); } //Attack else if (Input.GetKeyDown("z")) { //Attack timer so the player wont go crazy if (Time.time >= nextAttackTime) { attack(); nextAttackTime = Time.time + 1f / atkRate; } //m_attack.Update(); } /* * else if(Input.GetMouseButtonDown(0)) { * m_animator.SetTrigger("Attack"); * } */ //Change between idle and combat idle else if (Input.GetKeyDown("f")) { m_combatIdle = !m_combatIdle; } //Jump else if (Input.GetKeyDown("space") && m_grounded) { m_animator.SetTrigger("Jump"); m_grounded = false; m_animator.SetBool("Grounded", m_grounded); m_body2d.velocity = new Vector2(m_body2d.velocity.x, m_jumpForce); jumpAudio.Play(); m_groundSensor.Disable(1.3f); } /* else if (Input.GetKeyDown("space") && coll.IsTouchingLayers(ground)) * { * m_animator.SetBool("Jump", true); * } */ //Run else if (Mathf.Abs(inputX) > Mathf.Epsilon) { m_animator.SetInteger("AnimState", 2); } //Combat Idle else if (m_combatIdle) { m_animator.SetInteger("AnimState", 1); } else if (Input.GetKeyDown(KeyCode.Space)) { //TakeDamage(20); debug only } //Idle else { m_animator.SetInteger("AnimState", 0); } }
// Update is called once per frame void Update() { //Check if character just landed on the ground if (!m_grounded && m_groundSensor.State()) { m_grounded = true; m_animator.SetBool("Grounded", m_grounded); } //Check if character just started falling if (m_grounded && !m_groundSensor.State()) { m_grounded = false; m_animator.SetBool("Grounded", m_grounded); } // -- Handle input and movement -- float inputX = Input.GetAxis("Horizontal"); // Swap direction of sprite depending on walk direction if (inputX > 0) { transform.localScale = new Vector3(-1.0f, 1.0f, 1.0f); } else if (inputX < 0) { transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); } // Move float targetVel; if (Input.GetKey("left")) { targetVel = -m_speed; } else if (Input.GetKey("right")) { targetVel = m_speed; } else { targetVel = 0; } m_body2d.velocity = Vector2.Lerp(m_body2d.velocity, new Vector2(targetVel, m_body2d.velocity.y), Time.deltaTime * m_acceleration); //Set AirSpeed in animator m_animator.SetFloat("AirSpeed", m_body2d.velocity.y); // -- Handle Animations -- //Death if (Input.GetKeyDown("e")) { if (!m_isDead) { m_animator.SetTrigger("Death"); } else { m_animator.SetTrigger("Recover"); } m_isDead = !m_isDead; } //Hurt else if (Input.GetKeyDown("q")) { m_animator.SetTrigger("Hurt"); } //Attack else if (Input.GetKeyDown("d")) { m_animator.SetTrigger("Attack"); } //Change between idle and combat idle else if (Input.GetKeyDown("f")) { m_combatIdle = !m_combatIdle; } //Jump else if (Input.GetKeyDown("space") && m_grounded) { m_animator.SetTrigger("Jump"); m_grounded = false; m_animator.SetBool("Grounded", m_grounded); m_body2d.velocity = new Vector2(m_body2d.velocity.x, m_jumpForce); m_groundSensor.Disable(0.2f); } //Run else if (Mathf.Abs(inputX) > Mathf.Epsilon) { m_animator.SetInteger("AnimState", 2); } //Combat Idle else if (m_combatIdle) { m_animator.SetInteger("AnimState", 1); } //Idle else { m_animator.SetInteger("AnimState", 0); } }
// Update is called once per frame void Update() { //Check if character just landed on the ground if (!m_grounded && m_groundSensor.State()) { m_grounded = true; m_animator.SetBool("Grounded", m_grounded); } //Check if character just started falling if (m_grounded && !m_groundSensor.State()) { m_grounded = false; m_animator.SetBool("Grounded", m_grounded); } // // -- Handle input and movement -- // float inputX = Input.GetAxis("Horizontal"); // // Swap direction of sprite depending on walk direction // if (inputX > 0) // transform.localScale = new Vector3(-1.0f, 1.0f, 1.0f); // else if (inputX < 0) // transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); // Move float distance = Vector2.Distance(target.position, transform.position); if (distance <= lookRadius) { TargetInRange = true; //transform.LookAt(target); //m_body2d.transform.Translate(Vector2.left * m_speed * Time.fixedDeltaTime, myTansfrom); transform.position = Vector3.MoveTowards(transform.position, new Vector3(target.position.x, transform.position.y, -5), m_speed * Time.deltaTime); //m_body2d.velocity = new Vector2(inputX * m_speed, m_body2d.velocity.y); } else { TargetInRange = false; } //Set AirSpeed in animator m_animator.SetFloat("AirSpeed", m_body2d.velocity.y); // -- Handle Animations -- //Death if (EnemyHealth <= 0) { m_animator.SetTrigger("Death"); DestroyGameObject(); // else //m_animator.SetTrigger("Recover"); //m_isDead = !m_isDead; } //Hurt // else if (Input.GetKeyDown("q")) // m_animator.SetTrigger("Hurt"); //Attack //Change between idle and combat idle // else if (Input.GetKeyDown("f")) // m_combatIdle = !m_combatIdle; //Jump if (TargetInRange && knightMoement.jumped) { Debug.Log("jumping"); m_animator.SetBool("jump1", true); m_grounded = false; m_animator.SetBool("Grounded", m_grounded); m_body2d.velocity = new Vector2(m_body2d.velocity.x, m_jumpForce); m_groundSensor.Disable(0.2f); } else { m_animator.SetBool("jump1", false); } if (TargetInRange) { m_animator.SetBool("Attack1", true); GameObject E_sword = Instantiate(Enemy2Sowrd, E2_SowrdPoint.position, Quaternion.identity); Destroy(E_sword, 0.1f); } else { m_animator.SetBool("Attack1", false); } //Run // else if (Mathf.Abs(inputX) > Mathf.Epsilon) // m_animator.SetInteger("AnimState", 2); // //Combat Idle // else if (m_combatIdle) // m_animator.SetInteger("AnimState", 1); // //Idle // else // m_animator.SetInteger("AnimState", 0); }