Пример #1
0
    //--------------------------------------------------------------------------------------------------
    // Update is called once per frame
    void Update()
    {
        if (findTeamController == false)
        {
            if (teamNum == 1)
            {
                teamController = GameObject.Find("Team1");
            }
            else if (teamNum == 2)
            {
                teamController = GameObject.Find("Team2");
            }

            findTeamController = true;
        }

        if (myPlayer.GetButtonDown("Pause"))
        {
            m_my_Pauser.Pauser();
        }

        if (transform.position.x < -7.5)
        {
            transform.position = new Vector2(-7.5f, transform.position.y);
        }
        else if (transform.position.x > 7.5)
        {
            transform.position = new Vector2(7.5f, transform.position.y);
        }

        if (myPlayer.GetButtonDown("Switch") && status == Status.Free)
        {
            try
            {
                Debug.Log(teamController.name);
                teamController.GetComponent <SwitchHandler>().BeginSwap(playerNum);
            }
            catch
            {
            }
        }


        if (status == Status.Free)
        {
            horizontalInput = myPlayer.GetAxisRaw("Horizontal");

            if (horizontalInput >= 0.1f && !is_Looking_Right)
            {
                gameObject.transform.localScale = new Vector3(-original_Scale.x, transform.localScale.y, transform.localScale.z);
                is_Looking_Right = true;
            }
            if (horizontalInput <= -0.1f && is_Looking_Right)
            {
                gameObject.transform.localScale = new Vector3(original_Scale.x, transform.localScale.y, transform.localScale.z);
                is_Looking_Right = false;
            }
        }
        else
        {
            horizontalInput = 0;
            if (transform.position.x != myMachine.transform.position.x)
            {
                transform.position = new Vector3(myMachine.transform.position.x, transform.position.y, transform.position.z);
            }
        }

        if (transform.position.y != m_initial_Y_Pos)
        {
            transform.position = new Vector3(transform.position.x, m_initial_Y_Pos, transform.position.z);
        }

        // If player is infront of machine and they press "Jump" and they are free, set their status to at a machine
        // Give the machine my inputs.
        // If the player presses "Jump" and is using a machine, set them to free again.
        // Also if they press heavy attack, they jump off the machine without using it.
        if (is_In_Area && (myPlayer.GetButtonDown("Jump")))
        {
            if (status == Status.Free && !myMachine.GetComponent <MachineBehaviour>().is_In_Use)
            {
                status = Status.AtMachine;
                if (!myMachine.GetComponent <MachineBehaviour>().is_In_Use)
                {
                    myMachine.GetComponent <MachineBehaviour>().Commence_Control(playerNum, teamID, gameObject);
                    myPlayer.SetVibration(0, light_Vib, light_Time);
                }
                Debug.Log(status);
            }
        }
        if (is_In_Area && (myPlayer.GetButtonDown("HeavyAttack")))
        {
            if (myMachine.GetComponent <MachineBehaviour>().is_In_Use)
            {
                myMachine.GetComponent <MachineBehaviour>().End_Control();
                myMachine = null;
                myPlayer.SetVibration(0, light_Vib, light_Time);
                //Debug.Log("Has detached from machine with Heavy Attack");
            }
            if (status == Status.AtMachine)
            {
                status = Status.Free;
                //Debug.Log(status);
            }
        }

        if (status == Status.AtMachine && myPlayer.GetButtonDown("BasicAttack"))
        {
            status = Status.Free;
            if (myMachine.GetComponent <MachineBehaviour>().is_In_Use)
            {
                myPlayer.SetVibration(0, Heavy_Vib, Heavy_Time);
                myMachine.GetComponent <MachineBehaviour>().Fire_Off_Machine();
                myMachine.GetComponent <MachineBehaviour>().End_Control();
                Debug.Log("Has detached from machine with Jump");
            }
        }



        Handle_Animations();
    }
Пример #2
0
    // Update is called once per frame
    void Update()
    {
        if (!isDead)
        {
            //resetting the health in case it ever goes above
            if (currentHealth > maxHealth)
            {
                currentHealth = maxHealth;
            }
            //setting the health
            if (healthBar != null && regenableHealthBar != null)
            {
                healthBar.fillAmount          = currentHealth / maxHealth;
                regenableHealthBar.fillAmount = regenHeath / maxHealth;
            }
            if (Time.timeScale == 1)
            {
                Movement();

                if (!isAttacking)
                {
                    Attack();
                }
            }

            if (findTeamController == false)
            {
                if (teamNum == 1)
                {
                    teamController = GameObject.Find("Team1");
                }
                else if (teamNum == 2)
                {
                    teamController = GameObject.Find("Team2");
                }

                findTeamController = true;
                //Hey Nick. Itsa me. Your good pal Nolan. Let me know if you find this
            }

            if (myPlayer.GetButtonDown("Switch"))
            {
                Debug.Log(teamController.name);
                try
                {
                    teamController.GetComponent <SwitchHandler>().BeginSwap(playerNum);
                }
                catch
                {
                }
            }
        }
        else
        {
            anim.SetBool("IsDead", true);

            for (int i = 0; i < boxColliders.Length; i++)
            {
                boxColliders[i].enabled = false;
            }
            for (int i = 0; i < polygonColliders.Length; i++)
            {
                polygonColliders[i].enabled = false;
            }
        }

        if (myPlayer.GetButtonDown("Pause"))
        {
            m_my_Pauser.Pauser();
        }
    }
Пример #3
0
    // Update is called once per frame
    void Update()
    {
        Debug.Log("Horizontal: " + myPlayer.GetAxis("Horizontal"));
        Debug.Log("Vertical: " + myPlayer.GetAxis("Vertical"));
        attackTimerDelay -= Time.deltaTime;
        landtimer        -= Time.deltaTime;

        if (findTeamController == false)
        {
            if (teamNum == 1)
            {
                teamController = GameObject.Find("Team1");
            }
            else if (teamNum == 2)
            {
                teamController = GameObject.Find("Team2");
            }

            findTeamController = true;
        }

        if (myPlayer.GetButtonDown("Switch"))
        {
            Debug.Log(teamController.name);
            try {
                teamController.GetComponent <SwitchHandler>().BeginSwap(playerNum);
            }catch {
            }
        }

        if (myPlayer.GetButtonDown("Pause"))
        {
            m_my_Pauser.Pauser();
        }

        //<3 for Justin
        //-Love Dan 🦆
        //Here's additional recognition for our one true leader throughout this endeavorous task
        //set upon us, for without him we are nothing.
        //Praise be to our one and only team manager Patrick ♥♥♥♥♥♥♥♥

        //I hate you Pat. You are not only a regular garbage person, but you are THE garbage man, who eats trash but isn't Danny Devito.

        if (currentHealth > maxHealth)
        {
            currentHealth = maxHealth;
        }

        if (onTopOfPlatform && gillbert && currentGilbertFlightTime < gilbertFlightTime)
        {
            if (currentGilbertFlightTime < 0)
            {
                currentGilbertFlightTime = 0;
            }
            currentGilbertFlightTime += Time.deltaTime * 2;
        }


        //Debug.Log(isAttacking);
        stunTime -= Time.deltaTime;

        if (healthBar != null && regenableHealthBar != null)
        {
            healthBar.fillAmount          = currentHealth / maxHealth;
            regenableHealthBar.fillAmount = regenHeath / maxHealth;
        }

        if (!isAttacking && !isJumping && stunTime <= 0)
        {
            Attack();
        }

        if (doAttackMovementTimer > 0 && attackTimerDelay < 0)
        {
            doAttackMovementTimer -= Time.deltaTime;
        }

        if (stunTime <= 0 && !inHitAnims && doAttackMovementTimer <= 0)
        {
            Movement();
        }
        //Reset the velocity whenever the player attacks

        /*
         * else
         * {
         *      accel = 0;
         *      velocity = new Vector3(0, 0, 0);
         * }
         */
    }