Exemplo n.º 1
0
    void Start()
    {
        Live();

        m_ActiveMoveset = MOVE_SET.OFFENSIVE;

        GetComponentInChildren <Rigidbody>().constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ;
        ownCollider = GetComponentInChildren <SphereCollider>();
    }
Exemplo n.º 2
0
 void Live()
 {
     fEnergy         = 0.0f;
     m_ActiveMoveset = MOVE_SET.OFFENSIVE;
     m_Active        = true;
 }
Exemplo n.º 3
0
    void CheckForPowerInput(PLAYER player)
    {
        const float Level1Energy = 0.25f;
        const float Level2Energy = 0.5f;
        const float Level3Energy = 0.75f;
        const float Level4Energy = 1.00f;

        if (Input.GetButtonDown("FlipMoveSet" + (int)player))
        {
            if (m_ActiveMoveset == MOVE_SET.DEFFENSIVE)
            {
                m_ActiveMoveset = MOVE_SET.OFFENSIVE;
            }
            else
            {
                m_ActiveMoveset = MOVE_SET.DEFFENSIVE;
            }
        }

        if (Input.GetButtonDown("Stun/Slide" + (int)player) && fEnergy >= Level2Energy)
        {
            fEnergy = Mathf.Max(fEnergy - Level2Energy, 0.0f);
            if (m_ActiveMoveset == MOVE_SET.OFFENSIVE)
            {
                LaunchPower(POWER.STUN);
            }
            else
            {
                LaunchPower(POWER.SLIDE);
            }
        }

        if (Input.GetButtonDown("Dash/Parry" + (int)player) && fEnergy >= Level1Energy)
        {
            fEnergy = Mathf.Max(fEnergy - Level1Energy, 0.0f);

            if (m_ActiveMoveset == MOVE_SET.OFFENSIVE)
            {
                LaunchPower(POWER.DASH);
            }
            else
            {
                LaunchPower(POWER.PARRY);
            }
        }

        if (Input.GetButtonDown("Barrier/Chained" + (int)player) && fEnergy >= Level3Energy)
        {
            fEnergy = Mathf.Max(fEnergy - Level3Energy, 0.0f);
            if (m_ActiveMoveset == MOVE_SET.OFFENSIVE)
            {
                LaunchPower(POWER.CHAINED);
            }
            else
            {
                LaunchPower(POWER.BARRIER);
            }
        }

        if (Input.GetButtonDown("Bomb/Overlord" + (int)player) && fEnergy >= Level4Energy)
        {
            fEnergy = Mathf.Max(fEnergy - Level4Energy, 0.0f);

            if (m_ActiveMoveset == MOVE_SET.OFFENSIVE)
            {
                LaunchPower(POWER.OVERLORD);
            }
            else
            {
                LaunchPower(POWER.BOMB);
            }
        }
    }