Пример #1
0
    // Update is called once per frame
    void Update()
    {
        switch (curState)
        {
        case PlayerState.PlayerInput:
            AttackInput();              // Check for player attacks
            break;

        case PlayerState.SwordAttack:
            currentAttackHitbox.attack(swordDamage, swordAttackStartTime);
            //swordAttack(currentAttackHitbox, swordAttackStartTime);
            break;

        case PlayerState.firingLazer:                  // deliberate fallthrough
        case PlayerState.chargingLazer:
            handleLazer();
            break;
        }
    }
Пример #2
0
    void AttackInput()
    {
        if (Input.GetKeyDown(KeyCode.LeftShift))
        {
            isSprinting = true;
        }
        if (Input.GetKeyUp(KeyCode.LeftShift) || (curStamina < 1))
        {
            isSprinting = false;
        }

        /*
         * //TODO remove this
         * if (Input.GetKeyDown(KeyCode.G)) {
         *      knockBack(new Vector3(1, 0, 0));
         *
         * }*/

        // change to enum/switch
        if (Input.GetKeyDown(KeyCode.S))                                // Phone bullet
        {
            if (hasPhoneLazer)
            {
                PhoneAttackAnimation();
                curState           = PlayerState.chargingLazer;
                lazerChargedAtTime = Time.time + lazerBeamChargeTime;
            }
            else if (hasPhoneBullet)
            {
                PhoneAttackAnimation();
                waitForPhoneAnimationAndFire(PhonePower.Bullet);
            }
        }
        else if (Input.GetKeyDown(KeyCode.D) && hasPhoneStun)                   // Phone stun
        {
            waitForPhoneAnimationAndFire(PhonePower.Stun);
        }
        else if (Input.GetKeyDown(KeyCode.A) && hasSword)                               // Sword Attack
        {
            curState             = PlayerState.SwordAttack;
            swordAttackStartTime = Time.time;
            switch (curDirection)
            {
            case FacingDirection.Up:
                currentAttackHitbox = upHitbox;
                curAnim.Play("swordUp");
                break;

            case FacingDirection.Left:
                currentAttackHitbox = leftSideHitbox;
                curAnim.Play("swordLeft");
                break;

            case FacingDirection.Down:
                currentAttackHitbox = downHitbox;
                curAnim.Play("swordDown");
                break;

            case FacingDirection.Right:
                currentAttackHitbox = rightSideHitbox;
                curAnim.Play("swordRight");
                break;
            }
            currentAttackHitbox.attack(swordDamage, swordAttackStartTime);
            //swordAttack(currentAttackHitbox, swordAttackStartTime);
            swordAudioChannel.Play();
            curAnim.Resume();
            StartCoroutine(waitForAnimationtoEnd());
        }
        else if (Input.GetKeyDown(KeyCode.F))                // flashlight
        {
            flashLight.toggleOnOff();
        }
    }
Пример #3
0
    void AttackInput()
    {
        if (Input.GetKeyDown(KeyCode.LeftShift)) {
            isSprinting = true;
        }
        if (Input.GetKeyUp(KeyCode.LeftShift) || (curStamina < 1)) {
            isSprinting = false;
        }
        /*
        //TODO remove this
        if (Input.GetKeyDown(KeyCode.G)) {
            knockBack(new Vector3(1, 0, 0));

        }*/

        // change to enum/switch
        if(Input.GetKeyDown(KeyCode.S)){			// Phone bullet
            if (hasPhoneLazer) {
                PhoneAttackAnimation();
                curState = PlayerState.chargingLazer;
                lazerChargedAtTime = Time.time + lazerBeamChargeTime;
            } else if (hasPhoneBullet) {
                PhoneAttackAnimation();
                waitForPhoneAnimationAndFire(PhonePower.Bullet);
            }
        } else if (Input.GetKeyDown(KeyCode.D) && hasPhoneStun) {	// Phone stun
            waitForPhoneAnimationAndFire(PhonePower.Stun);
        } else if(Input.GetKeyDown(KeyCode.A) && hasSword){			// Sword Attack
            curState = PlayerState.SwordAttack;
            swordAttackStartTime = Time.time;
            switch(curDirection)
            {
                case FacingDirection.Up:
                currentAttackHitbox = upHitbox;
                curAnim.Play("swordUp");
                break;
                case FacingDirection.Left:
                currentAttackHitbox = leftSideHitbox;
                curAnim.Play("swordLeft");
                break;
                case FacingDirection.Down:
                currentAttackHitbox = downHitbox;
                curAnim.Play("swordDown");
                break;
                case FacingDirection.Right:
                currentAttackHitbox = rightSideHitbox;
                curAnim.Play("swordRight");
                break;
            }
            currentAttackHitbox.attack(swordDamage, swordAttackStartTime);
            //swordAttack(currentAttackHitbox, swordAttackStartTime);
            swordAudioChannel.Play ();
            curAnim.Resume();
            StartCoroutine(waitForAnimationtoEnd());
        } else if (Input.GetKeyDown(KeyCode.F)) {    // flashlight
            flashLight.toggleOnOff();
        }
    }