Пример #1
0
	void Update(){
		
		if (attackTimer > 0)
			attackTimer -= Time.deltaTime;
		if (attackTimer < 0)
			attackTimer = 0;
		


		if(off){

			//should make it so can only use abilities w/o the blacky
			if(Input.GetKeyDown(KeyCode.E))
			{
				if (attackTimer == 0){
					_playerability.PlayerAttack();
					attackTimer = coolDown;
				}
			}


			if(Input.GetKeyDown(KeyCode.R))
			{
				if (attackTimer == 0){
					_playerability.PlayerRangeAttack();
					attackTimer = coolDown;
				}
			}

			if (Input.GetKeyDown (KeyCode.W) && sprintState == SprintStates.DFLT) {
				sprintState = SprintStates.SPRNT;
				sprintTime = Time.fixedTime;
			}

			if(Input.GetKeyDown(KeyCode.Q))
			{
				Debug.Log("Use Blankie");
				anim.SetBool("blankie_swing", true);
				nextUse = Time.time + useRate;
				off = false;
				on = true;
				if (sprintState == SprintStates.SPRNT) {
					//hoses a blanky-sprint broken interaction
					sprintState = SprintStates.CD;
					sprintTime = Time.fixedTime;
				}
				_playerability.basicLight.SetActive (true);
				_playerability.weaponLight.SetActive (false);
			}
		}
		else
		{if(on && nextUse < Time.time){
				if(Input.GetKeyDown(KeyCode.Q)){
					anim.SetBool("blankie_swing", false);
					nextUse = Time.time + useRate;
					off = true;
					on = false;
					Debug.Log("Blankie Removed");
					_playerability.basicLight.SetActive (false);
					_playerability.weaponLight.SetActive (true);
				}
			}

		}

	}
Пример #2
0
	// Update is called once per frame
	/*
	void Sprint(){
		if (Input.GetKey(KeyCode.LeftShift) && (Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.DownArrow))){
			speed = _playerstats.Speed * sprint;
		}
	}
	*/


	void FixedUpdate()
	{
		//sprint management
		speed = _playerstats.Speed;
		int i = (int)sprintState;
		switch (i) {
			case (int)SprintStates.DFLT:
				//just in case... (jk cut if you feel like it)
				break;
			case (int)SprintStates.SPRNT:
				speed *= sprint;
				if (Time.fixedTime - sprintTime > 2) {
					sprintState = SprintStates.CD;
					sprintTime = Time.fixedTime;
				}
				break;
			case (int)SprintStates.CD:
				speed *= sprintCD;
				if (Time.fixedTime - sprintTime > 2) {
					sprintState = SprintStates.DFLT;
				}
				break;
		}

		//Debug.Log ("Speed: " + speed.ToString ());

		if (Input.GetKey(KeyCode.RightArrow)){
			//facedirection = "right";
			anim.SetBool("right", true);
			anim.SetBool("left", false);
			anim.SetBool("up", false);
			anim.SetBool("down", false);
			//anim.SetBool("WalkRight", true);
			transform.Translate(Vector2.right * speed);
			
			facedirection = "right";
			anim.SetBool("WalkRight", true);
		}
		else
		{	
			anim.SetBool("WalkRight", false);
		}	

		if (Input.GetKey(KeyCode.LeftArrow))
		{
			//facedirection = "left";
			anim.SetBool("left", true);
			anim.SetBool("right", false);
			anim.SetBool("up", false);
			anim.SetBool("down", false);
			//anim.SetBool("WalkLeft", true);
			transform.Translate(-Vector2.right * speed);
			
			facedirection = "left";
			anim.SetBool("WalkLeft", true);
		}
		else
		{
			anim.SetBool("WalkLeft", false);
		}


		if (Input.GetKey(KeyCode.UpArrow))
		{
			//facedirection = "up";
			anim.SetBool("up", true);
			anim.SetBool("right", false);
			anim.SetBool("left", false);
			anim.SetBool("down", false);
			// anim.SetBool("WalkUp", true);
			transform.Translate(Vector2.up * speed);
			
			facedirection = "up";
			anim.SetBool("WalkUp", true);
		}
		else
		{
				anim.SetBool("WalkUp", false);
		}


		if (Input.GetKey(KeyCode.DownArrow)){
			//facedirection = "down";
			anim.SetBool("down", true);
			anim.SetBool("right", false);
			anim.SetBool("left", false);
			anim.SetBool("up", false);
			//anim.SetBool("WalkDown", true);
			transform.Translate(-Vector2.up * speed);
			
			facedirection = "down";
			anim.SetBool("WalkDown", true);
			}
		else
		{
			anim.SetBool("WalkDown", false);
		}
	}