Exemplo n.º 1
0
    public override void WeaponMotionSetup(Character_Attack _charAtk, Transform _weaponTrans, SpriteRenderer _weaponSpriteR, SO_Weapon_Motion specialSOWeapMo = null)
    {
        // References from the character.
        weaponTrans   = _weaponTrans;
        weaponSpriteR = _weaponSpriteR;
        charAtk       = _charAtk;
        // References from the motion SO associated with the current attack chain.
        sOWeaponMotionSlash = charAtk.weapon.attackChains[charAtk.atkChain.curChain].sO_Weapon_Motion as SO_Weapon_Motion_Slash;
        motionDurations     = sOWeaponMotionSlash.motionDurations;
        // Clone makes the new array a "shallow" reference, meaning making changes to the new array wont change the original one, it just copies the values as opposed to being a reference to the array.
        rotations       = sOWeaponMotionSlash.rotations.Clone() as float[];
        animCurves      = sOWeaponMotionSlash.animCurves;
        restingRotation = sOWeaponMotionSlash.restingRotation.z;
        curMotion       = 0;
        // First motion setup.
        if (sOWeaponMotionSlash.useDirectionChange)
        {
            DirectionChange();
        }
        else if (sOWeaponMotionSlash.followPlayerOrientation)
        {
            // flip the rotation if player is looking right. may depend on rotation and weapon FX visuals
            AllignWithPlayer();
            charAtk.atkFollowPlayerOrientation = true;
        }
        startRot = restingRotation;
        endRot   = rotations[curMotion];

        curMotionDur = motionDurations[curMotion];
        curAnimCurve = animCurves[curMotion];
        camNudged    = false;
        // Enable motion.
        StopAllCoroutines();
        StartCoroutine(WeaponMotionOn());
        resetWeapOn = false;
        //weapMotionOn = true;
        moveTimer = 0f;
        if (sOWeaponMotionSlash.useDirectionChange)
        {
            sOWeaponMotionSlash.clockwise = !sOWeaponMotionSlash.clockwise;
        }
        //
        //weaponTrans.localPosition = sOWeaponMotionSlash.restingPosition;
        //weaponTrans.localRotation = Quaternion.Euler(sOWeaponMotionSlash.restingRotation);
    }
 public override void WeaponMotionSetup(Character_Attack _charAtk, Transform _weaponTrans, SpriteRenderer _weaponSpriteR, SO_Weapon_Motion specialSOWeapMo = null)
 {
     // References from the character.
     weaponTrans   = _weaponTrans;
     weaponSpriteR = _weaponSpriteR;
     charAtk       = _charAtk;
     if (specialSOWeapMo != null)
     {
         sOWeaponMotionStab = specialSOWeapMo as SO_Weapon_Motion_Stab;
     }
     else
     {
         // References from the motion SO associated with the current attack chain.
         sOWeaponMotionStab = charAtk.weapon.attackChains[charAtk.atkChain.curChain].sO_Weapon_Motion as SO_Weapon_Motion_Stab;
     }
     motionDurations = sOWeaponMotionStab.motionDurations;
     yPositions      = sOWeaponMotionStab.yPositions;
     animCurves      = sOWeaponMotionStab.animCurves;
     restingY        = sOWeaponMotionStab.restingPosition.y;
     holdMotions     = sOWeaponMotionStab.holdMotions;
     curMotion       = 0;
     // First motion setup.
     curMotionDur = motionDurations[curMotion];
     startYPos    = restingY;
     endYPos      = yPositions[curMotion];
     curAnimCurve = animCurves[curMotion];
     moveTimer    = 0f;
     camNudged    = false;
     if (curMotion < holdMotions.Length - 1 && holdMotions[curMotion])
     {
         curHoldMotion = true;
     }
     else
     {
         curHoldMotion = false;
     }
     // Enable motion.
     resetWeapRot = false;
     weapMotionOn = true;
     //
     weaponTrans.localPosition = sOWeaponMotionStab.restingPosition;
     weaponTrans.localRotation = Quaternion.Euler(sOWeaponMotionStab.restingRotation);
 }
Exemplo n.º 3
0
 // public abstract void ResetWeaponRotation(Transform weapTrans);
 // public abstract void AttackWeaponMotion(float curTimer, Transform weapTrans);
 public abstract void WeaponMotionSetup(Character_Attack _charAtk, Transform _weaponTrans, SpriteRenderer _weaponSpriteR, SO_Weapon_Motion specialSOWeapMo = null);