Пример #1
0
    public override ControllState handleInput(BThirdPerson controller, CharacterStats stats)
    {
        Shader.SetGlobalFloat("trailDust", Mathf.Clamp01(1 - controller.stateTime * 2.5f));
        if(controller.stateTime < 0.2f){
        }
        else{
            if(Input.GetButton("action")){
                controller.run(0.06f);
            }
            if(controller.isGrounded){
                return ControllerKnight._KnightSLIDE;
            }

            if(controller.isFalling){
                return ControllerKnight._KnightFALL;
            }
        }

        return this;
    }
Пример #2
0
    public override ControllState handleInput(BThirdPerson controller, CharacterStats stats)
    {
        Vector2 inputVector = new Vector2(Input.GetAxis("Horizontal"),Input.GetAxis("Vertical"));
        Vector3 inputVectorTransformed = new Vector3(inputVector.x,0,-inputVector.y);
        Vector3 lookTarget = controller.position + (ControllerCamera.hingeUp.transform.rotation*inputVectorTransformed);

        Debug.Log(inputVector.sqrMagnitude);
        controller.controller.BAudioPlayer.Loop("run_breath_a");

        stats.healthRegenerationRate = -0.1f;
        stats.enduranceRegenerationRate = 5f;

        if(Input.GetButtonDown("attack") && stats.reduceEndurance(35)){
            return ControllerKnight._KnightATTACK;
        }
        if(stats.healthFactor <= 0){
            return ControllerKnight._KnightDIE;
        }
        if(inputVector.sqrMagnitude < 0.5f && controller.stateTime > 0.2f){
            return ControllerKnight._KnightSLIDE;
        }

        controller.run(0.07f);
        controller.turn(lookTarget);
        return ControllerKnight._KnightRUN;

        return this;
    }
Пример #3
0
    public override ControllState handleInput(BThirdPerson controller, CharacterStats stats)
    {
        if(controller.stateTime < 0.2f){
        }
        else{
            if(Input.GetButton("action")){
                controller.run(0.06f);
            }
            if(controller.isGrounded){
                return ControllerZombie._ZombieSLIDE;
            }

            if(controller.isFalling){
                return ControllerZombie._ZombieFALL;
            }
        }

        return this;
    }