// Update is called once per frame
 void Update()
 {
     if (InputManager_JHW.LTouchHandleOn() && InputManager_JHW.LTriggerOn())
     {
         LHandAni.Play("Fist");
     }
     else if (InputManager_JHW.LTouchHandleOn())
     {
         LHandAni.Play("restDown");
     }
     else if (InputManager_JHW.LTriggerOn())
     {
         LHandAni.Play("IndexFingerDown");
     }
     else
     {
         LHandAni.Play("Idle");
     }
     if (InputManager_JHW.RTouchHandleOn() && InputManager_JHW.RTriggerOn())
     {
         RHandAni.Play("Fist");
     }
     else if (InputManager_JHW.RTouchHandleOn())
     {
         RHandAni.Play("restDown");
     }
     else if (InputManager_JHW.RTriggerOn())
     {
         RHandAni.Play("IndexFingerDown");
     }
     else
     {
         RHandAni.Play("Idle");
     }
 }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        timer += Time.deltaTime;
        //skill이 성립되었을경우 1초간 보여준다.
        if (skillon == true)
        {
            skill_timer += Time.deltaTime;
            if (skill_timer > 1.0f)
            {
                skill_timer = 0.0f;
                skillon     = false;
            }
        }
        else
        {
            //마우스 클릭시
            //if (touchOn == false && InputManager_JHW.AButton())

            if (InputManager_JHW.RTriggerOn() && touchOn == false)
            {
                if (Mystate.GetMyState() == PlayerState.State.Nomal || Mystate.GetMyState() == PlayerState.State.Drawing)
                {
                    Mystate.SetMyState(PlayerState.State.Drawing);
                    //skill 오브젝트를 좌표에 맞게 생성한다.
                    raser.gameObject.SetActive(true);

                    Vector3 pos = raser.transform.position;
                    pos += raser.transform.forward * .1f;
                    Skills[mySkills[mytype]].transform.position = pos;

                    //Skills[mySkills[mytype]].transform.rotation = transform.rotation;
                    Skills[mySkills[mytype]].transform.rotation = Camera.main.transform.rotation;
                    Skills[mySkills[mytype]].gameObject.SetActive(true);
                    touchOn = true;
                }
            }
            else if (touchOn == true && !InputManager_JHW.RTriggerOn())
            {
                raser.gameObject.SetActive(false);
                touchOn = false;
                Skills[mySkills[mytype]].SkillOn();
                Mystate.SetMyState(PlayerState.State.Nomal);
            }
            if (InputManager_JHW.LTriggerOn() && Mystate.GetMyState() == PlayerState.State.Drawing)
            {
                raser.gameObject.SetActive(false);
                touchOn = false;
                Skills[mySkills[mytype]].SkillOn();
                Mystate.SetMyState(PlayerState.State.Nomal);
            }
        }
    }
示例#3
0
    private void Update()
    {
        if (InputManager_JHW.AButtonDown())
        {
            source.clip = clips[0];
            source.Play();
            if (!confirm)
            {
                SelectMenu = index;
                confirm    = true;
                player.StartCoroutine(Viberation.ViberationCoroutine(0.2f, 0.3f, OVRInput.Controller.RTouch));
                player.StartCoroutine(Viberation.ViberationCoroutine(0.2f, 0.3f, OVRInput.Controller.LTouch));
                ui_arr[SelectMenu].GetComponent <Image>().color = new Color(1, 0, 1);
                Menus[SelectMenu].transform.Translate(0, 0, -10);
                Menus[SelectMenu].transform.LookAt(Camera.main.transform);
                Menus[SelectMenu].transform.Rotate(0, 180, 0);
            }
        }
        if (InputManager_JHW.BButtonDown())
        {
            source.clip = clips[1];
            source.Play();
            if (confirm && SelectMenu >= 0)
            {
                Menus[SelectMenu].transform.rotation = Quaternion.identity;
                Menus[SelectMenu].transform.Translate(0, 0, 10);

                ui_arr[SelectMenu].GetComponent <Image>().color = new Color(1, 1, 1);
                SelectMenu = -1;
                confirm    = false;
                player.StartCoroutine(Viberation.ViberationCoroutine(0.1f, 0.1f, OVRInput.Controller.RTouch));
                player.StartCoroutine(Viberation.ViberationCoroutine(0.1f, 0.1f, OVRInput.Controller.LTouch));
            }
        }
        if (InputManager_JHW.RTriggerOn() && InputManager_JHW.LTriggerOn())
        {
            //준비 완료되었냐고 물어보는 거 확인후!!
            source.clip = clips[0];
            source.Play();
            confirm = true;
            GameStart.gameObject.SetActive(true);
            //
        }
    }
示例#4
0
    // Update is called once per frame
    void Update()
    {
        if (InputManager_JHW.LTriggerOn() && InputManager_JHW.RTriggerOn())
        {
            if (MyState.GetMyState() == PlayerState.State.Nomal)
            {
                MyState.SetMyState(PlayerState.State.Attack);
                if (currentCorutine == null)
                {
                    flug = true;
                    switch (LineDraw.curType)
                    {
                    case 0:                            //아즈라 공격 형태 기를 모으는 형태, 오큘러스 터치의 충돌에서 출발하여 양손을 벌릴때 점차 커지며 방출
                    {
                        currentCorutine = StartCoroutine(AzuraControll());
                    }
                    break;

                    case 1:                            // 화살의 형태 화살을 장전한채로 트리거를 누르고 있을 시 기를 모아 방출
                    {
                        currentCorutine = StartCoroutine(SeikwanControll());
                    }
                    break;

                    case 2:                            //전격 공격, 총알 발사 형태, 몬스터를 타겟하여 전격을 발사 형태, 저격 된 상태에서 기를 모아 방출
                    {
                        currentCorutine = StartCoroutine(BeejaeControll());
                    }
                    break;

                    case 3:                            // 양 컨트롤러의 포인터가 맞춰졌을대 발동, 트리거를 계속 on하면 기를 모아 방출 베르베시
                    {
                        currentCorutine = StartCoroutine(VerbaseControll());
                    }
                    break;

                    case 4:                            //바이올린 상태 전체 공격 위주, 한정된 시간에 여러번 좌우 이동을 통해 차징 공격
                    {
                        currentCorutine = StartCoroutine(DellControll());
                    }
                    break;
                    }
                }
            }
        }
        else if ((!InputManager_JHW.RTriggerOn() && !InputManager_JHW.LTriggerOn()) && flug)
        {
            flug = false;
            MyState.SetMyState(PlayerState.State.Nomal);
            SettingOff();
        }
        if (MyState.GetMyState() == PlayerState.State.ChargingOver)
        {
            SettingOff();
        }
        if (LineDraw.curType == 1)
        {
            for (int i = 0; i < Arrow.Length; ++i)
            {
                if (Arrow[i])
                {
                    if (Arrow[i].GetComponent <SeiKwanSkill>().IsDelete())
                    {
                        Arrow[i].GetComponent <SeiKwanSkill>().resetDelete();
                        Arrowpool.RemoveItem(Arrow[i]);
                        Arrow[i] = null;
                    }
                    //어떤 조건에 의거 Arrow삭제
                }
            }
        }
        else if (LineDraw.curType == 0)
        {
            for (int i = 0; i < AzuraBall.Length; ++i)
            {
                if (AzuraBall[i])
                {
                    if (AzuraBall[i].GetComponent <AzuraSkill>().IsDelete())
                    {
                        AzuraBall[i].GetComponent <AzuraSkill>().resetDelete();
                        Azurapool.RemoveItem(AzuraBall[i]);
                        AzuraBall[i] = null;
                    }
                    //어떤 조건에 의거 AzuraBall삭제
                }
            }
        }
    }
示例#5
0
    private IEnumerator SeikwanControll()
    {
        bool    instance = false;
        float   distance = 0.0f;
        Vector3 Seikwan  = ArrowPrefab.transform.localScale;
        int     ArrowNum = new int();

        while (flug)
        {
            if (!instance && (AzuraHands[0].GetTouch() || AzuraHands[1].GetTouch()) &&
                (InputManager_JHW.LTriggerOn() && InputManager_JHW.RTriggerOn()))
            {
                instance = true;
                for (int i = 0; i < Arrow.Length; ++i)
                {
                    if (Arrow[i] == null)
                    {
                        ArrowNum = i;
                        Arrow[i] = Arrowpool.NewItem();
                        Arrow[i].transform.position = Hands[0].transform.position;
                        Rigidbody r = Arrow[i].GetComponent <Rigidbody>();
                        r.useGravity = false;
                        r.velocity   = new Vector3(0, 0, 0);
                        break;
                    }
                    //5발 다쏘고 난다음도 생각해야함
                }
                MyState.SetMyState(PlayerState.State.Charging, typecheck.Skills[1].GetSkillChargingTime());
            }
            else if (instance)
            {
                float handDis = Vector3.Distance(Hands[0].transform.position, Hands[1].transform.position);
                if ((!InputManager_JHW.RTriggerOn() && InputManager_JHW.LTriggerOn()))
                {
                    if (!Arrow[ArrowNum].GetComponent <SeiKwanSkill>().IsShoot())
                    {
                        //Rigidbody r = Arrow[ArrowNum].GetComponent<Rigidbody>();
                        //Vector3 Arrowforward = Arrow[ArrowNum].transform.forward;
                        GameObject myTarget = PlayerTarget.getMytarget();
                        //Vector3 TargettingDir = Vector3.zero;
                        if (myTarget != null)
                        {
                            playerSound.PlayerSound(PlayerSoundSetting.soundPack.AttackSkill);
                            Arrow[ArrowNum].GetComponent <SeiKwanSkill>().shoot(typecheck.Skills[1].getCurrentSkill(), myTarget, handDis);
                        }
                        else
                        {
                            if (typecheck.Skills[1].getCurrentSkill() == 1)
                            {
                                playerSound.PlayerSound(PlayerSoundSetting.soundPack.AttackSkill);
                                Arrow[ArrowNum].GetComponent <SeiKwanSkill>().shoot(typecheck.Skills[1].getCurrentSkill(), myTarget, handDis);
                            }
                            else
                            {
                                Arrow[ArrowNum].GetComponent <SeiKwanSkill>().resetDelete();
                                Arrowpool.RemoveItem(Arrow[ArrowNum]);
                                Arrow[ArrowNum] = null;
                            }
                        }

                        instance = false;
                        distance = 0.0f;
                        MyState.CharginTimeReset();
                    }
                    Debug.Log(Hands[0].transform.position);
                }
                else
                {
                    Vector3 ArrowPos  = (Hands[0].transform.position + Hands[1].transform.position) / 2;
                    Vector3 LookAtpos = Hands[0].transform.position;
                    if (!MyState.IsBack())
                    {
                        if (Hands[0].transform.localPosition.x < 0)
                        {
                            LookAtpos.z -= 0.06f;
                        }
                        else
                        {
                            LookAtpos.z += 0.06f;
                        }
                    }
                    else
                    {
                        Debug.Log(Hands[0].transform.localPosition.x);
                        if (Hands[0].transform.localPosition.x < 0)
                        {
                            LookAtpos.z += 0.06f;
                        }
                        else
                        {
                            LookAtpos.z -= 0.06f;
                        }
                    }

                    ArrowPos += Hands[0].transform.forward * 0.05f;
                    Arrow[ArrowNum].transform.LookAt(LookAtpos);
                    Arrow[ArrowNum].transform.position = ArrowPos;

                    if (handDis > distance)
                    {
                        distance  = handDis;
                        Seikwan.z = distance * 10;
                        Arrow[ArrowNum].transform.localScale = Seikwan;
                    }
                }
            }
            yield return(new WaitForSeconds(0.03f));
        }
    }
示例#6
0
    private IEnumerator SeikwanControll()
    {
        bool    instance = false;
        float   distance = 0.0f;
        Vector3 Seikwan  = ArrowPrefab.transform.localScale;
        int     ArrowNum = new int();

        while (flug)
        {
            if (!instance && (AzuraHands[0].GetTouch() || AzuraHands[1].GetTouch()) &&
                (InputManager_JHW.LTriggerOn() && InputManager_JHW.RTriggerOn()))
            {
                instance = true;
                for (int i = 0; i < Arrow.Length; ++i)
                {
                    if (Arrow[i] == null)
                    {
                        ArrowNum = i;
                        Arrow[i] = Arrowpool.NewItem();
                        Arrow[i].transform.position = Hands[0].transform.position;
                        Rigidbody r = Arrow[i].GetComponent <Rigidbody>();
                        Arrow[i].GetComponent <Arrow>().setDelTime(2.0f);
                        r.useGravity = false;
                        r.velocity   = new Vector3(0, 0, 0);
                        break;
                    }
                    //5발 다쏘고 난다음도 생각해야함
                }
                MyState.SetMyState(PlayerState.State.Charging, typecheck.Skills[1].GetSkillChargingTime());
            }
            else if (instance)
            {
                float handDis = Vector3.Distance(Hands[0].transform.position, Hands[1].transform.position);
                if ((!InputManager_JHW.RTriggerOn() && InputManager_JHW.LTriggerOn()))
                {
                    if (!Arrow[ArrowNum].GetComponent <Arrow>().IsShooting())
                    {
                        Rigidbody  r             = Arrow[ArrowNum].GetComponent <Rigidbody>();
                        Vector3    Arrowforward  = Arrow[ArrowNum].transform.forward;
                        GameObject myTarget      = PlayerTarget.getMytarget();
                        Vector3    TargettingDir = Vector3.zero;
                        if (myTarget != null)
                        {
                            TargettingDir = Vector3.Normalize(myTarget.transform.position - Arrow[ArrowNum].transform.position);                            //;
                        }
                        //Debug.Log(Vector3.Dot(TargettingDir, Arrowforward));
                        if (Vector3.Dot(TargettingDir, Arrowforward) < 0.8f || TargettingDir == Vector3.zero)
                        {
                            r.velocity = Arrowforward * 15f * handDis;
                        }
                        else
                        {
                            TargettingDir += Arrowforward;
                            r.velocity     = TargettingDir * 15f * handDis;
                        }
                        Arrow[ArrowNum].GetComponent <Arrow>().Shooting(true);
                        instance = false;
                        distance = 0.0f;
                        MyState.CharginTimeReset();
                    }
                    Debug.Log(Hands[0].transform.position);
                }
                else
                {
                    Vector3 ArrowPos  = (Hands[0].transform.position + Hands[1].transform.position) / 2;
                    Vector3 LookAtpos = Hands[0].transform.position;
                    if (!MyState.IsBack())
                    {
                        if (Hands[0].transform.localPosition.x < 0)
                        {
                            LookAtpos.z -= 0.06f;
                        }
                        else
                        {
                            LookAtpos.z += 0.06f;
                        }
                    }
                    else
                    {
                        Debug.Log(Hands[0].transform.localPosition.x);
                        if (Hands[0].transform.localPosition.x < 0)
                        {
                            LookAtpos.z += 0.06f;
                        }
                        else
                        {
                            LookAtpos.z -= 0.06f;
                        }
                    }

                    ArrowPos += Hands[0].transform.forward * 0.05f;
                    Arrow[ArrowNum].transform.LookAt(LookAtpos);
                    Arrow[ArrowNum].transform.position = ArrowPos;

                    if (handDis > distance)
                    {
                        distance  = handDis;
                        Seikwan.z = distance * 10;
                        Arrow[ArrowNum].transform.localScale = Seikwan;
                    }
                }
            }
            yield return(new WaitForSeconds(0.03f));
        }
    }