Пример #1
0
    /// <summary>
    /// Toggle the primary attack based on the input value
    /// </summary>
    /// <param name="value">Value of the input controller primary attack button state</param>
    protected override void OnPrimaryAttack(InputValue value)
    {
        if (AttackCooldown > 0)
        {
            return;
        }

        if (value.isPressed)
        {
            Interaction.StopInteract();
            (Stats as PlayerStatsController).mana.Subtract(primaryAttackManaDepletion);
            _isPrimaryActive = true;
            Anim.SetBool("PrimaryAttack", true);
            StartCoroutine(AudioHelper.PlayAudio(WeaponAudio, primaryAttackWeaponSFX));
            (Stats as PlayerStatsController).mana.PauseRegen();
            Motor.ApplyMovementModifier(primaryAttackMovementModifier);
        }
        else
        {
            _isPrimaryActive = false;
            Anim.SetBool("PrimaryAttack", false);
            AudioHelper.StopAudio(WeaponAudio);
            (Stats as PlayerStatsController).mana.StartRegen();
            Motor.ResetMovementModifier();
        }
    }
Пример #2
0
    /// <summary>
    /// Toggle the primary attack based on the input value
    /// </summary>
    /// <param name="value">Value of the input controller primary attack button state</param>
    protected override void OnPrimaryAttack(InputValue value)
    {
        if (AttackCooldown > 0 || (Stats as PlayerStatsController).mana.CurrentValue < primaryAttackManaDepletion)
        {
            return;
        }

        if (value.isPressed)
        {
            Interaction.StopInteract();
            _isPrimaryCharging = true;
            _primaryChargeTime = 0f;
            Anim.SetBool("PrimaryAttack", true);
            StartCoroutine(AudioHelper.PlayAudioOverlap(WeaponAudio, primaryAttackChargeWeaponSFX));
            // pause mana regeneration
            (Stats as PlayerStatsController).mana.PauseRegen();
            Motor.ApplyMovementModifier(primaryAttackMovementModifier);
        }
        else if (_isPrimaryCharging)
        {
            _isPrimaryCharging = false;
            Anim.SetBool("PrimaryAttack", false);
            AudioHelper.StopAudio(WeaponAudio);
            StartCoroutine(AudioHelper.PlayAudioOverlap(WeaponAudio, primaryAttackReleaseWeaponSFX));
            // resume mana regeneration
            (Stats as PlayerStatsController).mana.StartRegen();
            Motor.ResetMovementModifier();
            PrimaryAttack();
        }
    }
    /// <summary>
    /// Toggle the primary attack based on the input value
    /// </summary>
    /// <param name="value">Value of the input controller primary attack button state</param>
    protected override void OnPrimaryAttack(InputValue value)
    {
        if (AttackCooldown > 0)
        {
            return;
        }

        if (value.isPressed)
        {
            Interaction.StopInteract();
            _isPrimaryCharging = true;
            _primaryChargeTime = 0f;
            Anim.SetBool("PrimaryAttack", true);
            StartCoroutine(AudioHelper.PlayAudioOverlap(WeaponAudio, primaryAttackChargeWeaponSFX));
            Motor.ApplyMovementModifier(primaryAttackMovementModifier);
        }
        else if (_isPrimaryCharging)
        {
            ReleaseChargedAttack();
        }
    }