private void Update() { if (p_FrozenTimer > 0) { p_Velocity = Vector2.zero; p_FrozenTimer -= Time.deltaTime; return; } else { p_FrozenTimer = 0; } //Ability use for (int i = 0; i < m_Attacks.Length; i++) { PlayerAttackInfo attack = m_Attacks[i]; if (attack.IsReady()) { if (Input.GetButtonDown(attack.Button)) { p_FrozenTimer = attack.FrozenTime; DecreaseHealth(attack.HealthCost); StartCoroutine(UseAttack(attack)); break; } } else if (attack.Cooldown > 0) { attack.Cooldown -= Time.deltaTime; } } //set how hard the palyer is pressing movement buttons float forward = Input.GetAxis("Vertical"); float right = Input.GetAxis("Horizontal"); //Updating the animation cr_Anim.SetFloat("Speed", Mathf.Clamp01(Mathf.Abs(forward) + Mathf.Abs(right))); //Updateing velocity float moveThreshold = 0.3f; if (forward > 0 && forward < moveThreshold) { forward = 0; } else if (forward < 0 && forward > -moveThreshold) { forward = 0; } if (right > 0 && right < moveThreshold) { right = 0; } if (right < 0 && right > -moveThreshold) { right = 0; } p_Velocity.Set(right, forward); }
// Update is called once per frame void Update() { //if already attacking do nothing else this frame if (Attacking) { return; } //access input values x_input = Input.GetAxisRaw("Horizontal"); y_input = Input.GetAxisRaw("Vertical"); Move(); //check for attack executed bool punch_pressed = Input.GetKeyDown(KeyCode.Z); if (punch_pressed && punch_timer <= 0) { Punch(); } //decrement all attack timers punch_timer -= Time.deltaTime; //Use Magic Attacks for (int i = 0; i < m_Attacks.Length; i++) { PlayerAttackInfo attack = m_Attacks[i]; if (attack.IsReady()) { if (Input.GetButtonDown(attack.Button)) { //p_FrozenTimer = attack.FrozenTime; //DecreaseHealth(attack.HealthCost); StartCoroutine(UseAttack(attack)); //UseAttacks(attack); break; } } else if (attack.Cooldown > 0) { attack.Cooldown -= Time.deltaTime; } } }
private void Update() { if (p_KillTime > 0) { p_KillTime -= Time.deltaTime; m_KillCountDown.text = "Killer Mode Activated! Time Left = " + p_KillTime; } else { m_KillCountDown.text = ""; } if (p_FrozenTimer > 0) { p_Velocity = Vector2.zero; p_FrozenTimer -= Time.deltaTime; return; } else { p_FrozenTimer = 0; } //Ability use -- see if ready for (int i = 0; i < m_Attacks.Length; i++) { PlayerAttackInfo attack = m_Attacks[i]; if (attack.IsReady()) { if (Input.GetButtonDown(attack.Button)) { p_FrozenTimer = attack.FrozenTime; DecreaseHealth(attack.HealthCost); StartCoroutine(UseAttack(attack)); break; } } else if (attack.Cooldown > 0) { attack.Cooldown -= Time.deltaTime; } } // see how hard player is pressomg movement buttons // up and down (+ and -) float forward = Input.GetAxis("Vertical"); //right and left(+ and -) float right = Input.GetAxis("Horizontal"); //updating the animation cr_Anim.SetFloat("Speed", Mathf.Clamp01(Mathf.Abs(forward) + Mathf.Abs(right))); // velocity float moveThreshold = 0.3f; if (forward > 0 && forward < moveThreshold) { forward = 0; } else if (forward < 0 && forward > -moveThreshold) { forward = 0; } if (right > 0 && right < moveThreshold) { right = 0; } else if (right < 0 && right > -moveThreshold) { right = 0; } p_Velocity.Set(right, forward); }
private void Update() { if (p_FrozenTimer > 0) { p_Velocity = Vector2.zero; p_FrozenTimer -= Time.deltaTime; return; } else { p_FrozenTimer = 0; } if (p_ManaTimer > 0) { p_elaspedtime += Time.fixedDeltaTime; p_ManaTimer -= p_elaspedtime; } else { IncreaseMana(p_ManaRegen); p_ManaTimer = m_TimeToRegen; p_elaspedtime = 0; } //Abiltiy Use for (int i = 0; i < m_attacks.Length; i++) { PlayerAttackInfo attack = m_attacks[i]; if (attack.IsReady()) { if (Input.GetButtonDown(attack.Button)) { p_FrozenTimer = attack.FrozenTime; if (p_CurrMana >= attack.ManaCost) { DecreaseMana(attack.ManaCost); } else if (p_CurrMana > 0 && p_CurrMana < attack.ManaCost) { float rest = attack.ManaCost - p_CurrMana; DecreaseMana(p_CurrMana); DecreaseHealth(rest); } else { DecreaseHealth(attack.HealthCost); } StartCoroutine(UseAttack(attack)); break; } } else if (attack.Cooldown > 0) { attack.Cooldown -= Time.deltaTime; } } // Set how hard Player is pushing movement buttons float forward = Input.GetAxis("Vertical"); float right = Input.GetAxis("Horizontal"); //Updating the Animation cr_anim.SetFloat("Speed", Mathf.Clamp01(Mathf.Abs(forward) + Mathf.Abs(right))); // Updating velocity float moveThreshold = 0.3f; if (forward > 0 && forward < moveThreshold) { forward = 0; } else if (forward < 0 && forward > -moveThreshold) { forward = 0; } if (right > 0 && right < moveThreshold) { right = 0; } else if (right < 0 && right > -moveThreshold) { right = 0; } p_Velocity.Set(right, forward); }
private void Update() { if (p_FrozenTimer > 0) { p_Velocity = Vector2.zero; p_FrozenTimer -= Time.deltaTime; return; } else { p_FrozenTimer = 0; } for (int i = 0; i < m_Attacks.Length; i++) { PlayerAttackInfo attack = m_Attacks[i]; if (attack.IsReady()) { if (Input.GetButtonDown(attack.Button)) { if (attack.AttackName.Equals("MegaLaser")) { if (p_CurPower > attack.PowerCost) { p_FrozenTimer = attack.FrozenTime; DecreasePower(attack.PowerCost); StartCoroutine(UseAttack(attack)); } break; } else { p_FrozenTimer = attack.FrozenTime; StartCoroutine(UseAttack(attack)); break; } break; } } else if (attack.Cooldown > 0) { attack.Cooldown -= Time.deltaTime; } } float forward = Input.GetAxis("Vertical"); float right = Input.GetAxis("Horizontal"); cr_Anim.SetFloat("Speed", Mathf.Clamp01(Mathf.Abs(forward) + Mathf.Abs(right))); float moveThreshold = 0.3f; if (forward > 0 && forward < moveThreshold) { forward = 0; } else if (forward < 0 && forward > -moveThreshold) { forward = 0; } if (right > 0 && right < moveThreshold) { right = 0; } else if (right < 0 && right > -moveThreshold) { right = 0; } p_Velocity.Set(right, forward); }
private void Update() { if (p_FrozenTimer > 0) { p_Velocity = Vector2.zero; p_FrozenTimer -= Time.deltaTime; return; } else { p_FrozenTimer = 0; } /* Ability use timers */ for (int i = 0; i < m_Attacks.Length; i++) { PlayerAttackInfo attack = m_Attacks[i]; if (attack.IsReady()) { if (Input.GetButtonDown(attack.Button)) { p_FrozenTimer = attack.FrozenTime; StartCoroutine(UseAttack(attack)); break; } } else if (attack.Cooldown > 0) { attack.Cooldown -= Time.deltaTime; } else { if (Input.GetButtonDown(attack.Button)) { attack.Cooldown -= 0.5f * Time.deltaTime; } } } /* Player inputs */ float forward = Input.GetAxis("Vertical"); float right = Input.GetAxis("Horizontal"); /* Updating the animation */ cr_Anim.SetFloat("Speed", Mathf.Clamp01(Mathf.Abs(forward) + Mathf.Abs(right))); /* Establish a "deadzone" for movement */ float moveThreshold = 0.3f; if (forward > -moveThreshold && forward < moveThreshold) { forward = 0; } if (right > -moveThreshold && right < moveThreshold) { right = 0; } p_Velocity.Set(right, forward); }
private void Update() { if (p_FrozenTimer > 0) { p_FrozenTimer -= Time.deltaTime; p_Velocity = Vector2.zero; return; } else { p_FrozenTimer = 0; } RaycastHit hit; if (Physics.Raycast(transform.position, Vector3.down, out hit, 100, 1 << LayerMask.NameToLayer("Floor"))) { cc_Spring.targetPosition = new Vector3(0, -hit.point.y, 0); if (p_isJumping && Mathf.Abs(transform.position.y - hit.point.y) < 1.05f) { p_isJumping = false; } } else { cc_Spring.targetPosition = new Vector3(0, 100, 0); } float forward = Input.GetAxisRaw("Vertical"); float right = Input.GetAxisRaw("Horizontal"); p_Velocity.Set(right, forward); p_Velocity.Normalize(); p_AnimForwardSpeed = Mathf.Lerp(p_AnimForwardSpeed, p_Velocity.magnitude, .3f); cr_Anim.SetFloat("Speed", p_AnimForwardSpeed); if (Input.GetButtonDown("Jump") && !p_isJumping) { cc_Rb.AddForce(Vector3.up * m_JumpStrength, ForceMode.Impulse); p_isJumping = true; } p_rotationAmount = Input.GetAxis("Mouse X"); for (int i = 0; i < m_Attacks.Length; i++) { PlayerAttackInfo attack = m_Attacks[i]; if (attack.IsReady()) { if (Input.GetButtonDown(attack.Button)) { p_FrozenTimer = attack.FrozenTime; DecreaseHealth(attack.HealthCost); StartCoroutine(UseAttack(attack)); break; } } else { attack.Cooldown -= Time.deltaTime; } } }