示例#1
0
    public override void Update()
    {
        base.Update();

        // if we've changed directions
        if (_input.XInputRaw == (_movement.FacingDirection * -1) &&
            _weaponSystem.MeleeAttackState == MeleeAttackState.BeforeAttack)
        {
            // and we're still ramping up, switch directions
            _movement.Flip();
        }

        // if we've received new attack input during the post attack period
        if (_attackInputBuffer && _weaponSystem.MeleeAttackState == MeleeAttackState.AfterAttack &&
            _weaponSystem.AttackCount < _weaponData.MaxComboCount)
        {
            // if next attack will be our last attack, do the finisher
            if (_weaponSystem.AttackCount == _weaponData.MaxComboCount - 1)
            {
                FinisherAttack();
            }
            // otherwise do another attack
            else
            {
                Attack();
            }
        }
    }
    public override void Enter()
    {
        Debug.Log("STATE: Wall Attack");
        base.Enter();

        _weaponSystem.AttackCompleted += OnAttackCompleted;

        _startPos = _movement.Position;
        //_movement.HoldPosition(_startPos);

        _movement.Flip();
        _weaponSystem.StandardAttack(_weaponSystem.EquippedWeapon.WallAttack,
                                     _weaponSystem.EquippedWeapon.HitSFX, true);
        _movement.SetVelocityZero();
        _movement.SetGravityScale(0);
    }
示例#3
0
    public override void Update()
    {
        base.Update();

        // if we've changed directions
        if (_input.XInputRaw == (_movement.FacingDirection * -1) &&
            _weaponSystem.MeleeAttackState == MeleeAttackState.BeforeAttack)
        {
            // and we're still ramping up, switch directions
            _movement.Flip();
        }

        // if we've completed the attack and have attack input buffer, attack again
        else if (_attackInputBuffer && _weaponSystem.MeleeAttackState == MeleeAttackState.AfterAttack &&
                 _weaponSystem.AttackCount < _weaponData.MaxComboCount)
        {
            if (_input.YInputRaw < 0)
            {
                _stateMachine.ChangeState(_stateMachine.BounceAttackState);
                return;
            }
            else if (_weaponSystem.AttackCount == _weaponData.MaxComboCount - 1)
            {
                FinisherAttack();
            }
            else
            {
                Attack();
            }
        }
    }
示例#4
0
 private void HandleEndOfPath()
 {
     // idle if specified
     if (_data.IdleOnPathEnd)
     {
         _stateMachine.ChangeState(_stateMachine.IdleState);
         return;
     }
     // otherwise turn and continue
     else
     {
         _movement.Flip();
         _movement.MoveX(_data.MovementSpeed
                         * _movement.FacingDirection, true);
         // immediately detect new direction
         _groundInFrontDetector.Detect();
         _wallDetector.Detect();
     }
 }
示例#5
0
    public override void FixedUpdate()
    {
        base.FixedUpdate();

        if (StateDuration >= _idleTime)
        {
            // if we detect space in front but are grounded, it's a ledge
            bool isLedge = !_groundInFrontDetector.IsDetected &&
                           _groundDetector.IsDetected;
            if (isLedge || _wallDetector.IsDetected)
            {
                _movement.Flip();
            }
            _stateMachine.ChangeState(_stateMachine.MoveState);
        }

        if (_playerInRange.IsDetected)
        {
            _stateMachine.ChangeState(_stateMachine.PlayerDetectedState);
        }
    }
 private void OnJumpPressed()
 {
     if (_wallDetector.IsDetected)
     {
         _stateMachine.ChangeState(_stateMachine.WallJumpState);
         return;
     }
     // test for wall jump
     else if (_wallDetector.IsDetected == false && _lateWallJumpAllowed)
     {
         // if we're facing away from the wall, flip before wall jumping
         _movement.Flip();
         _stateMachine.ChangeState(_stateMachine.WallJumpState);
         return;
     }
     // otherwise do a normal air jump, if we have some remaining
     else if (_player.AirJumpsRemaining > 0)
     {
         _stateMachine.ChangeState(_stateMachine.AirJumpState);
         return;
     }
 }
示例#7
0
    public override void Enter()
    {
        base.Enter();
        Debug.Log("STATE: Wall Jump");
        _animator.PlayAnimation(PlayerAnimator.JumpName);

        _input.JumpPressed   += OnJumpPressed;
        _input.DashPressed   += OnDashPressed;
        _input.AttackPressed += OnAttackPressed;

        _isMoveInputAllowed = false;

        //_player.DecreaseAirJumpsRemaining();
        Debug.Log("Remaining Jumps: " + _player.AirJumpsRemaining);
        // reverse direction
        _movement.SetVelocityZero();
        _movement.Flip();
        _movement.Move(_data.WallJumpVelocity, _data.WallJumpAngle, _movement.FacingDirection, false);

        _sfx.JumpSFX?.PlayOneShot(_player.transform.position);
        _jumpDust?.Play();
    }
 private void Turn()
 {
     _lastTurnTime = 0;
     _turnsCompleted++;
     _movement.Flip();
 }
 private void TurnAround()
 {
     _kinematicObject.Flip();
     _kinematicObject.MoveX(_crawler.MovementSpeed
                            * _kinematicObject.FacingDirection, true);
 }