void customVariableInvoke(GameObject info, string name, variableData variable) { if (name != "") { info.SendMessage(name, variable); } }
public void ControllerFour(variableData _var) { if (_var.state.controllerVariables[0] == button.pressed) { obj.playerExists[3] = true; } else if (_var.state.controllerVariables[1] == button.pressed) { obj.playerExists[3] = false; } }
void dodge(variableData _var) { float stickVel = -_var.state.ThumbStickLeft.inputs.x; if (playerController.isOnGround && !(playerController.stat == status.death || playerController.stat == status.deathAnim)) { if (cooldown <= 0) { if (GetComponent <Rigidbody2D>().velocity.x > -playerController.MaxSpeed && stickVel < 0) { intoWall = false; playerController.playSound(4, 1, 6); //anim.SetInteger("State", 4); GetComponent <Rigidbody2D>().AddForce(new Vector2(-playerController.Acceleration, 0.0f)); Debug.Log("Moving Right"); direction = 1; cooldown = 2.0f; duration = 1.5f; destitation = new Vector2((transform.position.x + 10), transform.position.y); originalDistance = Vector2.Distance(transform.position, destitation); playerController.movementPause = true; isDogding = true; isInvincible = true; } else if (GetComponent <Rigidbody2D>().velocity.x < playerController.MaxSpeed && stickVel > 0) { intoWall = false; playerController.playSound(4, 1, 1); //anim.SetInteger("State", 4); GetComponent <Rigidbody2D>().AddForce(new Vector2(playerController.Acceleration, 0.0f)); Debug.Log("Moving Left"); direction = -1; cooldown = 2.0f; duration = 1.5f; destitation = new Vector2((transform.position.x - 10), transform.position.y); originalDistance = Vector2.Distance(transform.position, destitation); playerController.movementPause = true; isDogding = true; isInvincible = true; } } } //StartCoroutine(StartCountdown()); }
//==================================================== void inputs(variableData variable) { float tempAxis = variable.state.ThumbStickLeft.inputs.x; if (!movementPause) { if (Mathf.Abs(tempAxis) < 0.9f) { if (tempAxis < 0) { if (GetComponent <Rigidbody2D>().velocity.x > -this.MaxSpeed) { if (isOnGround) { anim.StopPlayback(); //anim.SetInteger("State", 2); anim.Play("WalkingARMS", 0); stat = status.walking; } GetComponent <SpriteRenderer>().flipX = true; facingRight = false; GetComponent <Rigidbody2D>().AddForce(new Vector2(-this.Acceleration, 0.0f)); } } else { if (GetComponent <Rigidbody2D>().velocity.x < this.MaxSpeed) { if (isOnGround) { anim.StopPlayback(); //anim.SetInteger("State", 2); anim.Play("WalkingARMS", 0); stat = status.walking; } GetComponent <SpriteRenderer>().flipX = false; facingRight = true; GetComponent <Rigidbody2D>().AddForce(new Vector2(this.Acceleration, 0.0f)); } } } else { if (tempAxis < 0) { if (GetComponent <Rigidbody2D>().velocity.x > -this.MaxSpeed * sprintSpeedModifier) { if (isOnGround) { anim.StopPlayback(); //anim.SetInteger("State", 2); anim.Play("RunningARMS", 0); stat = status.running; } GetComponent <SpriteRenderer>().flipX = true; facingRight = false; GetComponent <Rigidbody2D>().AddForce(new Vector2(-this.Acceleration * sprintSpeedModifier, 0.0f)); } } else { if (GetComponent <Rigidbody2D>().velocity.x < this.MaxSpeed * sprintSpeedModifier) { if (isOnGround) { anim.StopPlayback(); //anim.SetInteger("State", 2); anim.Play("RunningARMS", 0); stat = status.running; } GetComponent <SpriteRenderer>().flipX = false; facingRight = true; GetComponent <Rigidbody2D>().AddForce(new Vector2(this.Acceleration * sprintSpeedModifier, 0.0f)); } } } horizontal = true; } }
void grabTrigger(variableData _var) { trigger = _var.state.TriggerRight.input; }
void grabInputs(variableData _var) { inputs = _var.state.ThumbStickRight.inputs; //trigger = _var.state.TriggerRight.input; //inputs.y = -inputs.y; }