Пример #1
0
    private void UseWeapon(BEAT beat)
    {
        var tDir = new Vector2();

        switch (beat)
        {
        case BEAT.TRIANGLE:
            tDir = Vector2.up;
            break;

        case BEAT.SQUARE:
            tDir = Vector2.left;
            break;

        case BEAT.CIRCLE:
            tDir = Vector2.right;
            break;

        case BEAT.X:
            tDir = Vector2.down;
            break;
        }
        var tProj = GameObject.Instantiate(projectile, new Vector3(this.transform.position.x + (tDir.x * sr.bounds.size.x), this.transform.position.y + (tDir.y * sr.bounds.size.y), 0), Quaternion.identity);

        tProj.Shoot(tDir);
    }
Пример #2
0
 public void addBeat(BEAT beat)
 {
     AudioSource.PlayClipAtPoint(clips[beat], player.transform.position);
     Debug.Log(beat);
     if (beat < BEAT.CIRCLE || beats.Count >= 4)
     {
         beats.Clear();
     }
     else
     {
         var beatString = "";
         beats.Add(beat);
         if (beats.Count == 4)
         {
             //creating beat string out of the 4 beats pressed
             foreach (BEAT b in beats)
             {
                 beatString += b;
             }
             //comparing with all known attacks to see if it will work
             foreach (string s in attacks)
             {
                 if (s == beatString)
                 {
                     Debug.Log("attack");
                     beats.Clear();
                 }
             }
             //if there wasn't an attack, get rid of the
             if (beats.Count > 0)
             {
                 beats.RemoveAt(0);
             }
         }
     }
 }