// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.J)) { playerAnimation.Defend(true); shield.ActiveShield(true); } if (Input.GetKeyUp(KeyCode.J)) { playerAnimation.UnFreezeAnimation(); playerAnimation.Defend(false); shield.ActiveShield(false); } if (Input.GetKeyDown(KeyCode.K) || joyButton.isPressed && isAttack == false) { if (Random.Range(0, 2) > 0) { playerAnimation.Attack_1(); isAttack = true; soundFX.Attack_1(); } else { playerAnimation.Attack_2(); isAttack = true; soundFX.Attack_2(); } } else { isAttack = false; } }
void Update() { //Defend input (key J) if (Input.GetKeyDown(KeyCode.J)) { playerAnimation.Defend(true); shield.ActivateShield(true); } //Stop blocking with shield if (Input.GetKeyUp(KeyCode.J)) { playerAnimation.UnFreezeAnimation(); playerAnimation.Defend(false); shield.ActivateShield(false); } if (Input.GetKeyDown(KeyCode.K)) { if (Random.Range(0, 2) > 0) { playerAnimation.Attack_1(); soundFX.Attack_1(); } else { playerAnimation.Attack_2(); soundFX.Attack_2(); } } }
void AttackPlayer() { navAgent.velocity = Vector3.zero; navAgent.isStopped = true; enemy_Anim.Walk(false); attack_Timer += Time.deltaTime; if (attack_Timer > wait_Before_Attack_Time) { if (Random.Range(0, 2) > 0) { enemy_Anim.Attack_1(); soundFX.Attack_1(); } else { enemy_Anim.Attack_2(); soundFX.Attack_2(); } attack_Timer = 0f; } if (Vector3.Distance(transform.position, playerTarget.position) > attack_Distance + chase_Player_After_Attack_Distance) { navAgent.isStopped = false; enemy_State = EnemyState.CHASE; } }
// Update is called once per frame void Update() { // defend when press J if (Input.GetKeyDown(KeyCode.J)) { playerAnimation.Defend(true); shield.ActiveShield(true); } // release when J unpressed if (Input.GetKeyUp(KeyCode.J)) { playerAnimation.UNFreezeAnimation(); playerAnimation.Defend(false); shield.ActiveShield(false); } // Attack when press K if (Input.GetKeyDown(KeyCode.K)) { if (Random.Range(0, 2) > 0) { playerAnimation.Attack1(); soundFX.Attack_1(); } else { playerAnimation.Attack2(); soundFX.Attack_2(); } } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Y)) { playerAnimation.Defend(true); shield.ActivateShield(true); } if (Input.GetKeyUp(KeyCode.Y)) { playerAnimation.UnFreezeAnimation(); playerAnimation.Defend(false); shield.ActivateShield(false); } if (Input.GetKeyDown(KeyCode.X)) { if (Random.Range(0, 2) > 0) { playerAnimation.Attack_1(); soundFX.Attack_1(); } else { playerAnimation.Attack_2(); soundFX.Attack_2(); } } }
public void Attack(CharacterAnimations animations) { if (Random.Range(0, 2) > 0) { animations.Attack_1(); soundFX.Attack_1(); } else { animations.Attack_2(); soundFX.Attack_2(); } }