// Function : Movment // Method : This Fuction is use for The Object who named is Player Or Tag is Player which uses for Transform position void Movement(float h, float v) { if (!TalkingWithNPC) { if (!isPlayerDead || !getHit || !isAttack) { if ((h != 0 || v != 0) && !isTauntMode && !defendmode) { movDir = new Vector3(h, 0, v); playerstates = PLAYERSTATE.PlayerState_Moving; Rotating(h, v); _rgbd.MovePosition(_rgbd.position + speed * movDir * Time.deltaTime); _anim.SetInteger("Walking", 1); Jumping = false; } else if (h == 0 || v == 0) { _anim.SetInteger("Walking", 0); Jumping = false; playerstates = PLAYERSTATE.PlasyerState_Ilde; } } } if (TalkingWithNPC) { vertical = 0f; horizontal = 0f; _anim.SetInteger("Walking", 0); } }
void Slap() { p1State = PLAYERSTATE.ATTACK; p2Health.isHit = true; actionTimer = 0.0f; anim.SetTrigger("Slap"); }
/// <summary> /// 敌人已准备 /// </summary> public void Ready() { enemyState = PLAYERSTATE.WALK; playerAnimator.SetAnimatorTrigger("Idle"); playerAnimator.SetAnimatorFloat("MovementSpeed", 0.5f); Move(Vector3.zero, 0f); }
void OnTriggerExit(Collider col) { if (col.gameObject.tag == "Enemy") { //Debug.Log(col.name); lookEM.Remove(col.gameObject); } if (col.gameObject.tag == "Player") { //Debug.Log(col.name); if (lookPL.Count > 0) { lookPL.RemoveAt(0); } Playerstate = PLAYERSTATE.IDLE; //Playerstate = PLAYERSTATE.FIND; } //if (col.gameObject.tag == "PlayerRespawn") //{ // if (Respawns.Count < 1) // { // Debug.Log("dd"); // Respawns.Add(col.gameObject); // } //} }
void Start() { Fwd = 0; playercollider = GetComponent <CapsuleCollider>(); ShootAble = true; MeleeAble = true; isGround = false; isLadder = false; JumpFlag = false; FlashActive = false; transform.position = new Vector3(-9.57f, 3.5f, -0.79f); MaxSpeed = 0; PlayerState = PLAYERSTATE.IDLE; fov = 60; playerstatus = GetComponent <PlayerStatus>(); rigid = GetComponent <Rigidbody>(); animator = GetComponent <Animator>(); Animator wantedAnim = GetComponentsInChildren <Animator>()[1]; Destroy(wantedAnim); animator.avatar = wantedAnim.avatar; clearmng = GetComponent <ClearMng>(); audiosource = GetComponent <AudioSource>(); if (!isLocalPlayer) { QuickSlot.SetActive(false); } else { CmdSetType(GameData.Instance.PlayerType); } }
void Slash() { p1State = PLAYERSTATE.ATTACK; p2Health.isHit = true; actionTimer = 0.0f; anim.SetTrigger("Slash"); }
// Update is called once per frame void Update() { float gunAngle = GetToMouseAngle(this.transform.position.x, this.transform.position.y);// + 90; //float gunAngle = playerToMouseAngle;// + 90; Debug.Log(GetToMouseAngle(this.transform.position.x, this.transform.position.y));// + 90);//GetToMouseAngle(this.transform.position.x, this.transform.position.y)); DefineOfState(); if (state == PLAYERSTATE.MOVE) { this.transform.Translate(moveSpeed * Time.deltaTime, 0, 0, Space.Self); } if (state == PLAYERSTATE.FIRE) { Vector3 pos; pos.x = bulletGap; pos.y = 0; pos.z = 0; //Quaternion.Euler(0, gunAngle, 0) Instantiate(Bullet, this.transform.position + pos, Quaternion.Euler(0, 0, gunAngle));//this.transform.rotation);//this.transform.position, this.transform.rotation); state = PLAYERSTATE.IDLE; } }
void CounterHit() { p1State = PLAYERSTATE.ATTACK; p2Health.isHit = true; actionTimer = 0.0f; anim.SetTrigger("CounterHit"); }
//Function : Update // Method : Use for Update The Player Jump,Atk,Defend void Update() { Jump(); DefendMode(); _animStateInfo = _anim.GetCurrentAnimatorStateInfo(0); if (Input.GetKeyDown(KeyCode.Space) && CanAttackArea) { Attack(); //Debug.Log(BtnHitCount); Jumping = false; //Debug.Log("AnimStateInfo NormalizeTime" + _animStateInfo.normalizedTime); } else if (Input.GetKeyDown(KeyCode.Space) && isTalkingArea) { TalkingWithNPC = !TalkingWithNPC; } if (!_animStateInfo.IsName(IldeAnimString) && _animStateInfo.normalizedTime >= 1.1f) { _anim.SetInteger("Attack", 0); BtnHitCount = 0; Jumping = false; isAttack = false; playerstates = PLAYERSTATE.PlasyerState_Ilde; } }
bool BodySnatch() { if (Physics.Raycast(transform.position, transform.forward, out RaycastHit hit0, snatchDistance)) { if (hit0.transform.tag == "Human") { state = PLAYERSTATE.NEWBODY; if (hostBody != null) { if (gunCtrl != null) { gunCtrl.transform.parent = null; Transform hostGunSpot = hostBody.GetGunSpot(); gunCtrl.transform.position = hostGunSpot.position; gunCtrl.transform.rotation = Quaternion.Euler(hostGunSpot.eulerAngles.x, hostGunSpot.eulerAngles.y, hostGunSpot.eulerAngles.z); gunCtrl.transform.parent = hostBody.transform; } //handle letting go of the current snatched body hostBody.Depossess(); gunCtrl = null; } hostBody = hit0.transform.GetComponent <HumanController>(); return(true); } } return(false); }
void PlayerMoving(PLAYERSTATE nextState) { Vector3 prevPos = this.transform.position; //キーボード数値取得。プレイヤーの方向として扱う float h = ControllerManager.Instance.GetLeftHorizontal(); //横 float v = ControllerManager.Instance.GetLeftVertical(); //縦 //カメラのTransformが取得されてれば実行 if (CamPos != null) { //2つのベクトルの各成分の乗算(Vector3.Scale)。単位ベクトル化(.normalized) Camforward = Vector3.Scale(CamPos.forward, new Vector3(1, 0, 1)).normalized; //移動ベクトルをidoというトランスフォームに代入 ido = v * Camforward * runspeed + h * CamPos.right * runspeed; //Debug.Log(ido); } //現在のポジションにidoのトランスフォームの数値を入れる transform.position = new Vector3( transform.position.x + ido.x, transform.position.y + ido.y, transform.position.z + ido.z); if (prevPos == transform.position) { playerStateMachine.SetState(nextState); } }
/* Purpose: 플레이어(캐릭터)의 상태를 체크 / 처리하는 함수. * Variable: X * Notice: */ private void Do_CheckPlayerState() { switch (m_playerState) { case PLAYERSTATE.Idle: break; case PLAYERSTATE.Run: m_mainCharacter.Do_Particle("Run", true); m_mainCharacter.Do_Particle("Landing", false); break; case PLAYERSTATE.Jump: m_mainCharacter.Do_Particle("Run", false); m_mainCharacter.Do_Particle("Jump", true); m_mainCharacter.Do_Particle("Landing", true); break; case PLAYERSTATE.Landing: m_mainCharacter.Do_Particle("Jump", false); m_mainCharacter.Do_Particle("Landing", false); m_mainCharacter.Do_Particle("Landing", true); m_playerState = PLAYERSTATE.Run; break; case PLAYERSTATE.Slide: break; case PLAYERSTATE.Dead: break; } }
private void Start() { getValuesFromProps(); playerState = PLAYERSTATE.Idle; platesHolder = transform.GetChild(0).Find("Plates Holder"); }
private void Update() { havePlates = plates.Count > 0 ? true : false; if (GameManager.gameState == GameState.InGame && playerState != PLAYERSTATE.Dodged && joyStick.minDisMoved(minInputDistance)) { if (plates.Count != 0) { playerState = PLAYERSTATE.CarryRun; } else { playerState = PLAYERSTATE.Run; } transform.rotation = Quaternion.Euler(Vector3.up * Joystick.angle); } else if (playerState != PLAYERSTATE.Dodged) { if (plates.Count != 0) { playerState = PLAYERSTATE.CarryIdle; } else { playerState = PLAYERSTATE.Idle; } } }
void CounterHit() { p1State = PLAYERSTATE.ATTACK; p2Health.isHit = true; actionTimer = 0.0f; anim.SetTrigger("CounterHit"); }
//Name :Movment // This Function mainly is use for Get Movement Function void Movement(float h, float v) { if ((h != 0 || v != 0)) { movDir = new Vector3(h, 0, v); Rotating(h, v); _rgbd.MovePosition(_rgbd.position + speed * movDir * Time.fixedDeltaTime); _anim.SetBool("isMoving", true); playerstatement = PLAYERSTATE.PlayerState_MovingWalk; } if (Input.GetKey(KeyCode.LeftShift)) { spd += Time.deltaTime; } else { spd -= Time.deltaTime; } spd = Mathf.Clamp(spd, 0f, 1f); _anim.SetFloat("Speed", spd); if (spd == 1) { playerstatement = PLAYERSTATE.PlayerState_MovingRun; } if (playerstatement == PLAYERSTATE.PlayerState_MovingRun) { speed = 9f; } else if (playerstatement == PLAYERSTATE.PlayerState_MovingWalk) { speed = 7f; } }
// Name : FixedUpdate // Method : This Function Mainly is used for Movement void FixedUpdate() { if (CanMov) { vertical = Input.GetAxisRaw("Vertical"); horizontal = Input.GetAxisRaw("Horizontal"); if (!Dead) { if (!isStunnedMode) { if (!isattack) { if ((vertical != 0 || horizontal != 0)) { Movement(horizontal, vertical); } else if ((vertical == 0 || horizontal == 0)) { _anim.SetBool("isMoving", false); playerstatement = PLAYERSTATE.PlayerState_Ilde; } } } } } }
void UpdateJumpState() { // jump sound if (currentCharacter.currentPlayer.CompareTag("AgileRobot") && gridManager.GetComponent <PauseUnPause>().paused == false) { mandySound.volume = mandyJumpingVolume; mandySound.clip = jumpingMandy; } lerpMoveTime += Time.deltaTime * moveSpeed; center = (startLerpPos + target) * 0.5f; center -= new Vector3(0, 1, 0); startSlerpPos = startLerpPos - center; endSlerpPos = target - center; transform.position = Vector3.Slerp(startSlerpPos, endSlerpPos, lerpMoveTime); transform.position += center; mandyAnim.SetBool("mandyJump", true); if (lerpMoveTime >= 1.0f) { currentIndex = gridManager.PosToIndex(transform.position); lerpMoveTime = 0.0f; mandyAnim.SetBool("mandyJump", false); playerState = PLAYERSTATE.IDLE; } }
/// <summary> /// 防御 /// </summary> private void Defend() { enemyState = PLAYERSTATE.DEFEND; playerAnimator.ShowDefendEffect(); playerAnimator.SetAnimatorTrigger("Defend"); GlobalAudioPlayer.PlaySFX("DefendHit"); playerAnimator.SetDirection(currentDirection); }
// Basic Setting Of The Infomartion void BasicSetting() { playerstatement = PLAYERSTATE.PlayerState_Ilde; BtnHitCount = 0; HasntPlayBefore = false; isStunnedMode = false; CanMov = true; }
private void SetPlayerState(PLAYERSTATE newState) { if (playerState != newState) { playerState = newState; } SetAnimations(); }
public void FindEne() { Enemyf.Clear(); Enemyf.AddRange(GameObject.FindGameObjectsWithTag("Enemy")); if (Enemyf.Count < 1) { Playerstate = PLAYERSTATE.FINISH; } }
// Use this for initialization void Start() { // Current State playerState = PLAYERSTATE.VUNERABLE; // Game Objects wallsOfDoom = GameObject.FindGameObjectsWithTag("Wall"); boss = GameObject.FindWithTag("Boss"); }
// Use this for initialization void Start() { playerState = PLAYERSTATE.gunIdle; gameObject.GetComponent <Binoculars>().enabled = false; gameObject.GetComponent <Zoom>().enabled = false; player = GetComponent <CharacterController>(); playerAnimator = GetComponent <Animator>(); playerAnimator.SetBool("isJump", false); playerAnimator.SetBool("isRun", false); }
private void HandleDodgeInput() { if (Input.GetKeyDown(KeyCode.UpArrow)) { if (border.isCorrect()) { staff.addBeat(BEAT.UP); state = PLAYERSTATE.DODGING; rb.velocity = new Vector2(0, dodgeSpeed); GameObject.Instantiate(movePS, new Vector3(this.transform.position.x, this.transform.position.y + 2.5f, 0), Quaternion.identity, this.transform); speedMultiplier = 2; animator.SetBool("running", true); HandleDirection(); } } else if (Input.GetKeyDown(KeyCode.LeftArrow)) { if (border.isCorrect()) { staff.addBeat(BEAT.LEFT); state = PLAYERSTATE.DODGING; rb.velocity = new Vector2(-dodgeSpeed, 0); GameObject.Instantiate(movePS, new Vector3(this.transform.position.x - 2.5f, this.transform.position.y, 0), Quaternion.identity, this.transform); speedMultiplier = 2; animator.SetBool("running", true); HandleDirection(); } } else if (Input.GetKeyDown(KeyCode.RightArrow)) { if (border.isCorrect()) { staff.addBeat(BEAT.RIGHT); state = PLAYERSTATE.DODGING; rb.velocity = new Vector2(dodgeSpeed, 0); speedMultiplier = 2; animator.SetBool("running", true); HandleDirection(); GameObject.Instantiate(movePS, new Vector3(this.transform.position.x + 2.5f, this.transform.position.y, 0), Quaternion.identity, this.transform); } } else if (Input.GetKeyDown(KeyCode.DownArrow)) { if (border.isCorrect()) { staff.addBeat(BEAT.DOWN); state = PLAYERSTATE.DODGING; rb.velocity = new Vector2(0, -dodgeSpeed); speedMultiplier = 2; animator.SetBool("running", true); HandleDirection(); GameObject.Instantiate(movePS, new Vector3(this.transform.position.x, this.transform.position.y - 2.5f, 0), Quaternion.identity, this.transform); } } }
/// <summary> /// 设置玩家状态 /// </summary> /// <param name="state"></param> public void SetPlayerState(PLAYERSTATE state) { if (playerState != null) { playerState.SetState(state); } else { Debug.Log("playerState not found on this gameObject"); } }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.CompareTag("ground")) { collisionGround = true; if (state == PLAYERSTATE.JUMP) { state = PLAYERSTATE.IDLE; } } }
//Function : Start Function // Method : Mainly use For Setting Crt State void Start() { GetComponentFunction(); BtnHitCount = 0; Jumping = false; playerstates = PLAYERSTATE.PlasyerState_Ilde; defendmode = false; isTauntMode = false; isPlayerDead = false; getHit = false; }
void Start() { state = PLAYERSTATE.START; vehicleCtrl = FindObjectOfType <VehicleController>(); movementCtrl = GetComponent <MovementController>(); startCounter = startTimer; transform.rotation = Quaternion.Euler(0, 0, 0); overlayCtrl = FindObjectOfType <OverlayController>(); }
// Use this for initialization void Start() { playerState = PLAYERSTATE.IDLE; gridManager = GameObject.FindWithTag("Game Overseer").GetComponent <GridManager>(); currentIndex = gridManager.PosToIndex(this.transform.position); currentCharacter = gridManager.GetComponent <SwapCharacter>(); billySound = GameObject.FindWithTag("ShieldRobot").GetComponent <AudioSource>(); mandySound = GameObject.FindWithTag("AgileRobot").GetComponent <AudioSource>(); mandy = GameObject.FindWithTag("AgileRobot"); }
////////////////////////////////////////////////////////////////////////////////////////// void Defend() { if (Input.GetButton("X_button2")) { p2State = PLAYERSTATE.DEFEND; actionTimer = 0.0f; anim.SetBool("Defend", true); } else { p2State = PLAYERSTATE.IDLE; } }
// Use this for initialization void Start() { npcLayerMask = LayerMask.NameToLayer("NPC"); playerLayerMask = LayerMask.NameToLayer("Player"); attackLayerMask = LayerMask.NameToLayer("Attack"); d = new DamageObject(20, AttackType.KnockDown, PowerType.Medium, this.gameObject.transform.parent.gameObject, 1f, Vector3.down, 0.005f, 10f); d.lag = 0f; verticalVelocity = 12; moveVectorX = 2; state = PLAYERSTATE.SHENGLONGBA; }
private void Update() { float h = CrossPlatformInputManager.GetAxis("Horizontal"); //float v = CrossPlatformInputManager.GetAxis("Vertical"); if (m_Character.m_Grounded) //set player to moving state if grounded playerState = PLAYERSTATE.MOVING; if (m_Character.m_Walled && !m_Character.m_Grounded && !m_wallBehaviour.hasWallStuck) //using states to control wallbehaviour, gives more control playerState = PLAYERSTATE.WALLSLIDING; //because of the friction parameter making player sticks to //walls if holding the direction of the wall if (playerState == PLAYERSTATE.WALLSLIDING && Input.GetKeyDown(KeyCode.Space)) //if the player is holding the oposite direction to the wall { //the walljumps in the oposite direction print("Jump was pressed"); playerState = PLAYERSTATE.MOVING; m_wallBehaviour.WallJump(h); } if (!m_Jump) { // Read the jump input in Update so button presses aren't missed. m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); } if (playerState == PLAYERSTATE.MOVING && Input.GetButtonDown("Fire2")) { m_Character.Shoot(); } if (playerState == PLAYERSTATE.WALLSLIDING && Input.GetButtonDown("Fire2")) //shoots in the oposite direction if on a wall { m_Character.WallShoot(); } //sets the direction of attacks depending on player state and button pressed if (playerState == PLAYERSTATE.MOVING && Input.GetButtonDown("Fire1") && hasStandardSwordAttacke == false && !Input.GetKey(KeyCode.W) && !Input.GetKey(KeyCode.S) && (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D) || h <= 1)) { m_swordAttack.StandardSwordAttack(); } if (playerState == PLAYERSTATE.MOVING && Input.GetButtonDown("Fire1") && hasStandardSwordAttackedAbove == false && Input.GetKey(KeyCode.W)) { m_swordAttack.SwordAttackAbove(); } if (playerState == PLAYERSTATE.MOVING && Input.GetButtonDown("Fire1") && Input.GetKey(KeyCode.S) && !m_Character.m_Grounded) { m_swordAttack.SwordAttackBelow(); } }
// Function :Jumping // Method : Using For Player Jump void Jump() { if (!isPlayerDead || !getHit) { if (Input.GetKeyDown(KeyCode.J) && isGrounded() && _animStateInfo.IsName(IldeAnimString)) { _rgbd.velocity = new Vector3(0, jumpPower * Time.deltaTime, 0f); Jumping = true; playerstates = PLAYERSTATE.PlayerState_Jumping; _anim.SetTrigger("Jump"); } } }
void SetState(PLAYERSTATE st) { state = st; switch (state) { case PLAYERSTATE.Run: animator.SetBool("Jump",false); break; case PLAYERSTATE.Jump: animator.SetBool("Jump",true); break; case PLAYERSTATE.Jump2: animator.SetBool("Jump2",true); rigidbody2d.velocity = Vector2.zero; rigidbody2d.AddForce(Vector2.up * jumpPower); break; case PLAYERSTATE.Die: break; } }
public void SetState(PLAYERSTATE st) { state = st; switch (state) { case PLAYERSTATE.RUN: anim.SetBool("Jump",false); break; case PLAYERSTATE.JUMP: anim.SetBool("Jump",true); rBody2D.AddForce(Vector2.up * jumpPower); break; case PLAYERSTATE.SECONDJUMP: anim.SetBool("SJump",true); rBody2D.AddForce(Vector2.up * jumpPower); rBody2D.velocity = Vector2.zero; break; case PLAYERSTATE.DIE: rBody2D.isKinematic = true; break; } }
void Jump() { if(state == PLAYERSTATE.GROUND) { GetComponent<Rigidbody2D>().AddForce(new Vector2(0, jumpForce)); state = PLAYERSTATE.AIR; } }
// Update is called once per frame void Update() { if (playerHealth.IsPlayerAlive()) { actionTimer += Time.deltaTime; anim.SetBool("Defend", false); if (Input.GetButton("X_button")) { Defend(); } else { p1State = PLAYERSTATE.IDLE; } if (Input.GetButton("A_button") && (actionTimer >= timeBetweenAction)) { CounterHit(); } else if (Input.GetButton("B_button") && (actionTimer >= timeBetweenAction)) { Slap(); } else if (Input.GetButton("Y_button") && (actionTimer >= timeBetweenAction)) { Slash(); } if (Input.GetButton("Taunt") && (actionTimer >= timeBetweenAction)) { Taunt(); return; } } }
void OnCollisionEnter2D(Collision2D hit) { if(hit.gameObject.tag == "Ground") { state = PLAYERSTATE.GROUND; } }
////////////////////////////////////////////////////////////////////////////////////////// void Defend() { p1State = PLAYERSTATE.DEFEND; actionTimer = 0.0f; anim.SetBool("Defend", true); }