示例#1
0
    void AttackUpdate()
    {
        if (anim != null && atkTimer > atkDelay && !dead)
        {
            if (dSCollection != null)
            {
                switch (curAMode)
                {
                case eAttackMode.NORMAL:
                    if ((int)atkTimer % 5 == 0)
                    {
                        if (dSCollection.skills [1].isActive)
                        {
                            dSCollection.skills [1].target = targeter.SelectTarget(dSCollection.skills [1].effectRange);
                            // disable the button
                            dSCollection.skills [1].isActive = false;
                            dSCollection.skills [1].activate();
                        }
                        anim.SetTrigger("Attack");
                    }
                    else if ((int)atkTimer % 2 == 0)
                    {
                        if (dSCollection.skills [0].isActive)
                        {
                            dSCollection.skills [0].target = targeter.SelectTarget(dSCollection.skills [0].effectRange);
                            // disable the button
                            dSCollection.skills [0].isActive = false;
                            dSCollection.skills [0].activate();
                        }
                        anim.SetTrigger("Attack");
                    }
                    break;

                case eAttackMode.FRENZY:
                    if ((int)atkTimer % 3 == 0)
                    {
                        if (dSCollection.skills [1].isActive)
                        {
                            dSCollection.skills [1].target = targeter.SelectTarget(dSCollection.skills [1].effectRange);
                            // disable the button
                            dSCollection.skills [1].isActive = false;
                            dSCollection.skills [1].activate();
                        }
                        anim.SetTrigger("Attack");
                    }
                    else if ((int)atkTimer % 1 == 0)
                    {
                        if (dSCollection.skills [0].isActive)
                        {
                            dSCollection.skills [0].target = targeter.SelectTarget(dSCollection.skills [0].effectRange);
                            // disable the button
                            dSCollection.skills [0].isActive = false;
                            dSCollection.skills [0].activate();
                        }
                        anim.SetTrigger("Attack");
                    }
                    break;
                }
            }
            atkDelay = atkTimer + 1;
        }
        atkTimer += Time.deltaTime;
        foreach (IsASkill skill in dSCollection.skills)
        {
            skill.isActive = true;
        }
    }
示例#2
0
    // read axis input from controller and make player walk fwd/back or turn l/r
    public void PlayerLogicUpdate()
    {
        h = Input.GetAxis("Horizontal");
        v = Input.GetAxis("Vertical");

        this.transform.Rotate(new Vector3(0.0f, h * rotSpeed * Time.deltaTime, 0.0f));
        if (v < 0)
        {
            this.transform.forward = -forwardTargetObj.transform.forward;
            //this.transform.Translate(new Vector3(0.0f, 0.0f, v * walkBckSpeed * Time.deltaTime));
            this.transform.position += this.transform.forward * -v * walkSpeed * Time.deltaTime;
        }
        else if (v > 0)
        {
            this.transform.forward = forwardTargetObj.transform.forward;
            //this.transform.Translate(new Vector3(0.0f, 0.0f, v * walkSpeed * Time.deltaTime));
            this.transform.position += this.transform.forward * v * walkSpeed * Time.deltaTime;
        }

        anim.SetFloat("Horizontal", h);
        anim.SetFloat("Vertical", v);

        if (Input.GetKeyUp(KeyCode.Space))
        {
            anim.SetTrigger("Jump");
        }

        //AnimatorStateInfo currAnimationState = anim.GetCurrentAnimatorStateInfo(0);

        if (pSCollection != null)
        {
//            if (targeter != null)
//            {
//                GameObject targetedObj = targeter.SelectTarget(5f);
//                foreach (IsASkill skill in pSCollection.skills)
//                {
//                    skill.target = targetedObj;
//                }
//            }
            //if (currAnimationState.IsName("Idle") ||
            //    currAnimationState.IsName("Run") ||
            //    currAnimationState.IsName("Run 0"))
            //{
            // normal attack
            if (Input.GetKeyUp(KeyCode.Alpha1))
            {
                if (pSCollection.skills[0].isActive)
                {
                    pSCollection.skills[0].target = targeter.SelectTarget(pSCollection.skills[0].effectRange);
                    // disable the button
                    pSCollection.skills[0].isActive = false;
                    pSCollection.skills[0].activate();
                    anim.SetTrigger("Attack1");
                }
            }

            // fire medium attack
            if (Input.GetKeyUp(KeyCode.Alpha2))
            {
                if (pSCollection.skills[1].isActive)
                {
                    pSCollection.skills[1].target = targeter.SelectTarget(pSCollection.skills[1].effectRange);
                    // disable the button
                    pSCollection.skills[1].isActive = false;
                    pSCollection.skills[1].activate();
                    anim.SetTrigger("Attack2");
                }
            }

            // fire strong attack
            if (Input.GetKeyUp(KeyCode.Alpha3))
            {
                if (pSCollection.skills[2].isActive)
                {
                    pSCollection.skills[2].target = targeter.SelectTarget(pSCollection.skills[2].effectRange);
                    // disable the button
                    pSCollection.skills[2].isActive = false;
                    pSCollection.skills[2].activate();
                    anim.SetTrigger("Attack3");
                }
            }

            // ice medium attack
            if (Input.GetKeyUp(KeyCode.Alpha4))
            {
                if (pSCollection.skills[3].isActive)
                {
                    pSCollection.skills[3].target = targeter.SelectTarget(pSCollection.skills[3].effectRange);
                    // disable the button
                    pSCollection.skills[3].isActive = false;
                    pSCollection.skills[3].activate();
                    anim.SetTrigger("Attack2");
                }
            }

            // ice strong attack
            if (Input.GetKeyUp(KeyCode.Alpha5))
            {
                if (pSCollection.skills[4].isActive)
                {
                    pSCollection.skills[4].target = targeter.SelectTarget(pSCollection.skills[4].effectRange);
                    // disable the button
                    pSCollection.skills[4].isActive = false;
                    pSCollection.skills[4].activate();
                    anim.SetTrigger("Attack3");
                }
            }

            // do damage
            if (Input.GetKeyUp(KeyCode.Return))
            {
                this.GetComponent <IsDamager>().DoDamage(targetEnemy);
            }


            // ACTIVATE SKILLS AGAIN

            // normal attack animation has ended
            //if (currAnimationState.IsName("Attack01"))
            //{
            //    // normal attack done playing; activate
            //    pSCollection.skills[0].isActive = true;
            //}
            if (!pSCollection.skills[0].isActive && normalAtkTimer < 1.0f)     // 1 second cooldown
            {
                Debug.Log(this.gameObject.name);
                normalAtkTimer += Time.deltaTime;
            }
            else
            {
                // reset timer back to 0 and activate skill again
                normalAtkTimer = 0.0f;
                pSCollection.skills[0].isActive = true;
            }

            // fire arrow timer has ended
            if (!pSCollection.skills[1].isActive && fireArrowTimer < 3.0f)     // 3 second cooldown
            {
                fireArrowTimer += Time.deltaTime;
            }
            else
            {
                // reset timer back to 0 and activate skill again
                fireArrowTimer = 0.0f;
                pSCollection.skills[1].isActive = true;
            }

            // fireball timer has ended
            if (!pSCollection.skills[2].isActive && fireballAtkTimer < 7.0f)     // 7 second cooldown
            {
                fireballAtkTimer += Time.deltaTime;
            }
            else
            {
                // reset timer back to 0 and activate skill again
                fireballAtkTimer = 0.0f;
                pSCollection.skills[2].isActive = true;
            }

            // ice attack timer has ended
            if (!pSCollection.skills[3].isActive && iceAtkTimer < 3.0f)     // 3 second cooldown
            {
                iceAtkTimer += Time.deltaTime;
            }
            else
            {
                // reset timer back to 0 and activate skill again
                iceAtkTimer = 0.0f;
                pSCollection.skills[3].isActive = true;
            }

            // ice dragon timer has ended
            if (!pSCollection.skills[4].isActive && iceDragonTimer < 7.0f)     // 7 second cooldown
            {
                iceDragonTimer += Time.deltaTime;
            }
            else
            {
                // reset timer back to 0 and activate skill again
                iceDragonTimer = 0.0f;
                pSCollection.skills[4].isActive = true;
            }
        }



        // check if HP is 0
        IntData[] attributes = GetComponents <IntData>();
        if (attributes != null)
        {
            //iterate through IntData attributes
            foreach (IntData attribute in attributes)
            {
                if (attribute.key == "HP")
                {
                    if (attribute.val <= 0)
                    {
                        // dead; call the Dead trigger
                        this.GetComponent <Animator>().SetTrigger("Dead");
                    }
                }
            }
        }
    }