void ComboAttacks() { //Kick if (Input.GetKeyDown(KeyCode.K)) { if (current_Combo_State == ComboState.PUNCH_3 || current_Combo_State == ComboState.KICK_2) { return; } if (current_Combo_State == ComboState.NONE || current_Combo_State == ComboState.PUNCH_1 || current_Combo_State == ComboState.PUNCH_2) { current_Combo_State = ComboState.KICK_1; } else if (current_Combo_State == ComboState.KICK_1) { current_Combo_State++; } activateTimerToReset = true; current_Combo_Timer = default_Combo_Timer; if (current_Combo_State == ComboState.KICK_1) { _anim.Kick_1(); } if (current_Combo_State == ComboState.KICK_2) { _anim.Kick_2(); } } }
void ComboAttacks() { if (Input.GetKeyDown(KeyCode.Z)) { if (current_Combo_State == ComboState.PUNCH_3 || current_Combo_State == ComboState.KICK_1 || current_Combo_State == ComboState.KICK_2) { return; } current_Combo_State++; activateTimerToReset = true; current_Combo_Timer = default_Combo_Timer; if (current_Combo_State == ComboState.PUNCH_1) { player_Anim.Punch_1(); } if (current_Combo_State == ComboState.PUNCH_2) { player_Anim.Punch_2(); } if (current_Combo_State == ComboState.PUNCH_3) { player_Anim.Punch_3(); } } //punch if (Input.GetKeyDown(KeyCode.X)) { if (current_Combo_State == ComboState.KICK_2 || current_Combo_State == ComboState.PUNCH_3) { return; } if (current_Combo_State == ComboState.NONE || current_Combo_State == ComboState.PUNCH_1 || current_Combo_State == ComboState.PUNCH_2) { current_Combo_State = ComboState.KICK_1; } else if (current_Combo_State == ComboState.KICK_1) { current_Combo_State++; } activateTimerToReset = true; current_Combo_Timer = default_Combo_Timer; if (current_Combo_State == ComboState.KICK_1) { player_Anim.Kick_1(); } if (current_Combo_State == ComboState.KICK_2) { player_Anim.Kick_2(); } } //kick }
private void OnKickAttack() { if (comboState == ComboState.PUNCH3 || comboState == ComboState.KICK2) { return; } if (comboState < (ComboState)3) { comboState = ComboState.KICK1; } else if (comboState == ComboState.KICK1) { comboState++; } comboTimer = defaultTimer; activeTimer = true; if (comboState == ComboState.KICK1) { animation.Kick1(); } else if (comboState == ComboState.KICK2) { animation.Kick2(); } }
private void JumpRangedAttack() { if (readyForAttackInput && currentCombo == GetDefaultState()) { currentCombo = ((DefaultComboState)currentCombo).JumpRangedAttack(); } }
private void CrouchKick() { if (readyForAttackInput && currentCombo == GetDefaultState()) { currentCombo = ((DefaultComboState)currentCombo).CrouchKick(); } }
// Update is called once per frame void Update() { time += Time.deltaTime; if (word.transform.localScale.x < BigSize && mode == ComboState.Init) { word.transform.localScale += new Vector3(speed, speed, 0); word_shine.transform.localScale += new Vector3(speed, speed, 0); speed += 0.002f; if (word.transform.localScale.x > BigSize) { mode = ComboState.Shine; } } else if (mode == ComboState.Shine) { word.transform.localScale = new Vector3(normalSize, normalSize, 0f); word_shine.transform.localScale = new Vector3(normalSize, normalSize, 0f); } else if (mode == ComboState.Destory) { Destroy(gameObject); } if (time > DestoryTime) { Destroy(gameObject); } }
void ComboAttack() { if (Input.GetKeyDown(KeyCode.Z)) { if (current_Combo_state == ComboState.PUNCH_3 || current_Combo_state == ComboState.KICK_1 || current_Combo_state == ComboState.KICK_2) { return; } current_Combo_state++; activateTimertoAttack = true; current_Combo_timer = defaul_Combo_timer; if (current_Combo_state == ComboState.PUNCH_1) { player_anim.Punch_1(); } if (current_Combo_state == ComboState.PUNCH_2) { player_anim.Punch_2(); } if (current_Combo_state == ComboState.PUNCH_3) { player_anim.Punch_3(); } } if (Input.GetKeyDown(KeyCode.X)) { if (current_Combo_state == ComboState.PUNCH_3 || current_Combo_state == ComboState.KICK_2) { return; } if (current_Combo_state == ComboState.NONE || current_Combo_state == ComboState.PUNCH_1 || current_Combo_state == ComboState.PUNCH_2) { current_Combo_state = ComboState.KICK_1; } else if (current_Combo_state == ComboState.KICK_1) { current_Combo_state++; } activateTimertoAttack = true; current_Combo_timer = defaul_Combo_timer; if (current_Combo_state == ComboState.KICK_1) { player_anim.Kick_1(); } if (current_Combo_state == ComboState.KICK_2) { player_anim.Kick_2(); } } }
// Use this for initialization void Start() { time = 0; speed = 0.002f; mode = ComboState.Init; word.transform.localScale = new Vector3(normalSize, normalSize, 0f); word_shine.transform.localScale = new Vector3(normalSize, normalSize, 0f); }
public ComboState(AttackManager attackManager) { this.attackManager = attackManager; if (!(GetType().Equals(typeof(EndComboState)))) //Stops infinite recursion in EndComboState constructor { endComboState = new EndComboState(attackManager); } }
private void StandingPunch() { if (readyForAttackInput) { currentCombo = currentCombo.Punch(); readyForAttackInput = false; } }
private void StandingRangedAttack() { if (readyForAttackInput) { currentCombo = currentCombo.RangedAttack(); readyForAttackInput = false; } }
public void StartAttack(ComboState attack) { //StartComboAttacks(); animator.applyRootMotion = true; animator.SetBool(attack.ToString(), true); //animator.SetBool("Attack", true); //animator.SetBool("Attack 1", true); }
public void Taunt() { if (readyForAttackInput) { anim.Play("Taunt"); currentCombo = currentCombo.GetEndComboState(); readyForAttackInput = false; } }
public override void Awake() { // Debug.Log("AttackState"); _anim.Walk(false); current_Combo_Timer = default_Combo_Timer; current_Combo_State = ComboState.NONE; _anim.Punch_1(); }
private void Fortress() { p1Thruster.ResetNitro(); p2Thruster.ResetNitro(); p1Shield.Reset(); p2Shield.Reset(); p1BigShield.gameObject.SetActive(true); p1BigShield.timeToSelfDisable = 2f; p2BigShield.gameObject.SetActive(true); p2BigShield.timeToSelfDisable = 2f; timer = 2f; State = ComboState.Fortress; }
private void BulletSpin(bool clockwise) { p1Thruster.ResetNitro(); p2Thruster.ResetNitro(); p1Gun.cooldown = 0; p2Gun.cooldown = 0; p1Shield.Reset(); p2Shield.Reset(); rigidbody.angularVelocity = clockwise ? 540 : -540; rigidbody.angularDrag = 0; timer = 2f; State = clockwise ? ComboState.BulletSpinClock : ComboState.BulletSpinAntiC; }
void ComboAttacks() { if (CrossPlatformInputManager.GetButtonDown(Button.FIRE_1)) { if (current_Combo_State == ComboState.KICK_2 || isShooting) { return; } current_Combo_State++; activateTimerToReset = true; current_Combo_Timer = default_Combo_Timer; if (current_Combo_State == ComboState.PUNCH_3) { current_Combo_State = ComboState.KICK_2; } if (current_Combo_State == ComboState.PUNCH_1) { player_Anim.Punch_1(); } if (current_Combo_State == ComboState.PUNCH_2) { player_Anim.Punch_2(); } if (current_Combo_State == ComboState.KICK_2) { player_Anim.Kick_2(); } } if (CrossPlatformInputManager.GetButtonDown(Button.FIRE_2)) { if (current_Combo_State == ComboState.KICK_2 || isShooting) { return; } current_Combo_State = ComboState.SHOOT; isShooting = true; activateTimerToReset = true; current_Combo_Timer = default_Combo_Timer; player_Anim.Shoot(); } }
public void ResetCombo() { currentCombo = GetDefaultState(); readyForAttackInput = true; readyForAttackAnimation = true; queuedAttack = false; queuedAttackAnimation = ""; queuedAttackDamage = 0; queuedAttackType = AttackType.Flinch; queuedAttackSpecial = 0; }
private void ShipOfTheLine() { p1Thruster.ResetNitro(); p2Thruster.ResetNitro(); p1Gun.cooldown = 0; p2Gun.cooldown = 0; p1Shield.Reset(); p2Shield.Reset(); rigidbody.drag = 0; rigidbody.velocity = transform.up * 5f; rigidbody.angularVelocity = 0; timer = 1.5f; State = ComboState.ShipOfTheLine; }
private void ShieldStrike() { p1Thruster.ResetNitro(); p2Thruster.ResetNitro(); rigidbody.drag = savedDrag * 10; rigidbody.velocity = transform.up * 50f; rigidbody.angularVelocity = 0; shieldBashDamage.timeToSelfDisable = 1f; shieldBashDamage.gameObject.SetActive(true); timer = 1f; State = ComboState.ShieldStrike; }
public void SpecialAttack() { if (readyForAttackInput) { currentCombo = currentCombo.SpecialAttack(); if (currentCombo != GetDefaultState()) //Check for failed default special attack to prevent not being able to attack { readyForAttackInput = false; } } }
void resetCombostate() { if (activateTimertoAttack) { current_Combo_timer -= Time.deltaTime; if (current_Combo_timer <= 0) { current_Combo_state = ComboState.NONE; } } }
void Attacks() { if (Input.GetKeyDown(KeyCode.Z)) { if (current_Combo_State == ComboState.PUNCH3 || current_Combo_State == ComboState.KICK1 || current_Combo_State == ComboState.KICK2) { return; } current_Combo_State++; activateTimerToReset = true; current_Combo_Timer = default_combo_timer; if (current_Combo_State == ComboState.PUNCH1) { animations.Punch_1_Anim(); } if (current_Combo_State == ComboState.PUNCH2) { animations.Punch_2_Anim(); } if (current_Combo_State == ComboState.PUNCH3) { animations.Punch_3_Anim(); } } if (Input.GetKeyDown(KeyCode.X)) { if (current_Combo_State == ComboState.KICK2 || current_Combo_State == ComboState.PUNCH3) { return; } if (current_Combo_State == ComboState.NONE || current_Combo_State == ComboState.PUNCH1 || current_Combo_State == ComboState.PUNCH2) { current_Combo_State = ComboState.KICK1; } else if (current_Combo_State == ComboState.KICK1) { current_Combo_State++; } activateTimerToReset = true; current_Combo_Timer = default_combo_timer; if (current_Combo_State == ComboState.KICK1) { animations.Kick_1_Anim(); } if (current_Combo_State == ComboState.KICK2) { animations.Kick_2_Anim(); } } }
private void Start() { State = ComboState.None; // should be using singleton here but i'm a lazy ass rigidbody = transform.GetComponent <Rigidbody2D>(); if (rigidbody == null) { Debug.LogWarning(gameObject.name + " does not have a rigidbody, self-deleting"); Destroy(this); } savedDrag = rigidbody.drag; savedAngularDrag = rigidbody.angularDrag; }
void ResettingComboStates() { if (activateTimerToReset) { current_Combo_Timer = current_Combo_Timer - Time.deltaTime; } if (current_Combo_Timer <= 0f) { current_Combo_State = ComboState.NONE; activateTimerToReset = false; } }
void ResetComboState() { if (activateTimerToReset) { currentComboTimer -= Time.deltaTime; if (currentComboTimer <= 0f) { currentComboState = ComboState.NONE; activateTimerToReset = false; currentComboTimer = defaultComboTimer; } } }
private void SwordAndBoard(bool player2side) { p1Thruster.ResetNitro(); p2Thruster.ResetNitro(); if (player2side) { p1BigShield.gameObject.SetActive(true); p1BigShield.timeToSelfDisable = 5f; } else { p2BigShield.gameObject.SetActive(true); p2BigShield.timeToSelfDisable = 5f; } timer = 5f; State = player2side? ComboState.SwordAndBoardP2 : ComboState.SwordAndBoardP1; }
// Start is called before the first frame update void Start() { //Combo system! current_Combo_Timer = default_Combo_Timer; current_Combo_State = ComboState.NONE; playerSpriteRenderer = this.GetComponent <SpriteRenderer>(); gotSpeed = 0; facingRight = true; isAttacking = false; keyDown = false; keyWasDown = false; }
void ResetComboState() //Resets combostate { if (activateTimerToReset) { current_Combo_Timer -= Time.deltaTime; if (current_Combo_Timer <= 0f) { current_Combo_State = ComboState.NONE; activateTimerToReset = false; current_Combo_Timer = default_Combo_Timer; } } }
private void ResetComboState() { if (activeTimer) { comboTimer -= Time.deltaTime; if (comboTimer <= 0.0f) { comboState = ComboState.NONE; comboTimer = defaultTimer; activeTimer = false; } } }