//Atacks
    public void WeaponTypeSword(melee m)
    {
        sword = m;
        switch (m)
        {
        case melee.BASIC:
            atkType = "Sword";
            atk.GetComponent <BoxCollider2D>().offset = new Vector2(0f, 0f);
            atk.GetComponent <BoxCollider2D>().size   = new Vector2(0.15f, 0.15f);
            WeaponImg.sprite = meleeWeapon[0];
            swordCool        = 0.5f;
            break;

        case melee.REACH:
            atkType = "Spear";
            atk.GetComponent <BoxCollider2D>().offset = new Vector2(0.1f, 0f);
            atk.GetComponent <BoxCollider2D>().size   = new Vector2(0.3f, 0.1f);
            WeaponImg.sprite = meleeWeapon[1];
            swordCool        = 0.25f;
            break;

        case melee.BROAD:
            atkType = "Axe";
            atk.GetComponent <BoxCollider2D>().offset = new Vector2(-0.025f, 0.09f);
            atk.GetComponent <BoxCollider2D>().size   = new Vector2(0.2f, 0.4f);
            WeaponImg.sprite = meleeWeapon[2];
            swordCool        = 0.75f;
            break;
        }
    }
Пример #2
0
 void Start()
 {
     rb          = GetComponent <Rigidbody>();
     PS          = GetComponent <PlayerStat>();
     HM          = GetComponent <HealthManager>();
     Melee       = GetComponentInChildren <melee>();
     gun         = GetComponentInChildren <Gun>();
     PL          = GetComponentInChildren <PointLight>();
     OverKillBar = 0;
 }
Пример #3
0
    //networking stuff
    //  protected NetworkInstanceId mynetworkID;
    // Use this for initialization
    protected virtual void Awake()
    {
        // Setup player attributes
        currentHealth = startingHealth;
        currentMana = startingMana;

        myblockController = transform.Find("block").GetComponent<blockController>();
        myUltiCamera = GameObject.FindGameObjectWithTag("ultimateCamera").GetComponent<ultimateCameraController>();

        mymelee = transform.Find ("melee trigger box").GetComponent<melee> ();
        myaudio = GetComponent<AudioSource>();
        rb = GetComponent<Rigidbody> ();
        isInUltimate = false;
        isJumping = false;
        isAttack = false;
        isCastMode = false;
        playBlockAnimation = false;
        isLose = false;
        canMove = true;
        isWalking = false;
        isPause = false;
        canCastUltimate = true;
        isGodMode = false;
        isUnlimitedSpell = false;

        isNotEnoughMana = false;
        isKnockBack = true;
        isEndOfRangeAttack = true;

        isFinishCombo = true;
        isUseHealthItem = false;
        isUseManaItem = false;
        isStun = false;
        isCrouch = false;
        canCombo = false;
        shouldWaitAnimationFinish = false;
        isBlocking = false;
        isDoubleTap = false;
        canRangeAttack = true;
        canMeleeAttack = true;

        speed = normalSpeed;
        jumpSpeed = lowJumpSpeed;
        comboCount = 0;

        myDamageMultipler = 1.0f;//default
        highestComboAchieve = 0;
        blockCount = maxBlockCount;
        stunRate = 1;//default
        spellCoolDownRate = 1;//how fast the spell cooldown, 1 is normal rate
        CurrentChargingBar = Mathf.Clamp01 (CurrentChargingBar);

        myGameController = GameObject.Find ("gameManager").GetComponent<gameController> ();
        //coolDownRangeTimer = coolDownRangeAttackRate;
        coolDownRangeTimer = 0;

        coolDownMeleeTimer = new float[2];
        coolDownMeleeTimer[0] = coolDownMeleeAttackRate;

        isMeleeComboCount = new bool[3];
        for (int i = 0; i < isMeleeComboCount.Length; i++)
            isMeleeComboCount[i] = false;//for melee combo animation

        myblockTimer = coolDownBlockTimer;
        stunTimer = coolDownStunRate;
        comboText = combo.GetComponent<Text>();
        comboAnimation = combo.GetComponent<Animation>();

        spellComboArmor = new float[3];
        spellComboActive = new float[3];
        spellComboPassive = new float[3];
        for (int i = 0; i < spellComboArmor.Length; i++)
        {
            spellComboArmor[i] = 0;
            spellComboActive[i] = 0;
            spellComboPassive[i] = 0;
        }
        canCastSpell = new bool[3];
        for (int i = 0; i < canCastSpell.Length; i++)
            canCastSpell[i] = true;

        StartCoroutine (regenMana (1.0f));
        StartCoroutine(regenBlockCount(5.0f));
    }
Пример #4
0
 void Start()
 {
     meleeScript = GetComponent <melee>();
     gunScript   = GetComponent <gun>();
 }