public override void StateUpdate() { mi = pi.GetMovementInput(); climbProgress = pi.playerScript.ClimbAlongLedge(startPosition, startTime, endPosition); //Default playerstate behavior to swap weapons in any state HandleWeaponSwapInput(pi); }
//This function controls the movement and ensures that it can't move the max distance from player. internal void movement() { if (Mathf.Abs(transform.position.x - player.transform.position.x) > maxDistanceFromPlayer) { float offset = 1f; if (transform.position.x < player.transform.position.x) { offset *= -1; } transform.position = new Vector3(transform.transform.position.x - offset, transform.position.y, transform.position.z); } else if (Mathf.Abs(transform.position.z - player.transform.position.z) > maxDistanceFromPlayer) { float offset = 1f; if (transform.position.z < player.transform.position.z) { offset *= -1; } transform.position = new Vector3(transform.position.x, transform.position.y, transform.transform.position.z - offset); } Vector2 m = inputScript.GetMovementInput(); float forwardMovement = 20f * Time.deltaTime; Vector3 movementVector = new Vector3(m.x, 0f, m.y); transform.Translate(movementVector * forwardMovement, Space.World); }
public void StateUpdate() { mi = pi.GetMovementInput(); //pass in the movement input vector so we know what direction to aim in pi.playerScript.SpellAim(mi.x, mi.y); spellInputTable = pi.GetSpellInputTable(); ci = pi.GetCancelInput(); }
// /*If the player is in this state, they will always do whatever is in state update. * Which includes accepting new input and */ public override void StateUpdate() { pi.playerScript.Idle(); mi = pi.GetMovementInput(); ji = pi.GetJumpInput(); ai = pi.GetAimInput(); //Default playerstate behavior to swap weapons in any state HandleWeaponSwapInput(pi); }
// /*If the player is in this state, they will always do whatever is in state update. * Which includes accepting new input and */ public void StateUpdate() { pi.playerScript.Idle(); mi = pi.GetMovementInput(); ri = pi.GetRunInput(); ji = pi.GetJumpInput(); spellInputTable = pi.GetSpellInputTable(); cancelSpell = pi.GetCancelInput(); }
public void StateUpdate() { mi = pi.GetMovementInput(); ri = pi.GetRunInput(); spellInputTable = pi.GetSpellInputTable(); ji = pi.GetJumpInput(); pi.playerScript.GroundMovement(mi.x, mi.y, mi.magnitude); pi.playerScript.Run(ri.magnitude); cancelSpell = pi.GetCancelInput(); }
public override void StateUpdate() { mi = pi.GetMovementInput(); jumpInput = pi.GetJumpInput(); //Only allow the player to jump if they stop pressing the jump input if (jumpInput == 0f) { canJump = true; } cancelClimb = pi.GetCancelClimbInput(); //Default playerstate behavior to swap weapons in any state HandleWeaponSwapInput(pi); }
public override void StateUpdate() { mi = pi.GetMovementInput(); jumpInput = pi.GetJumpInput(); pi.playerScript.GroundMovement(mi); pi.playerScript.GetPlayerRigidbody().velocity = new Vector3(0, fallingVelocity, 0); if (jumpInput == 0f) { superJumpReady = true; } //Default playerstate behavior to swap weapons in any state HandleWeaponSwapInput(pi); }
public override void StateUpdate() { fi = pi.GetFireWeaponInput(); mi = pi.GetMovementInput(); rsi = pi.GetRightStickInput(); ji = pi.GetJumpInput(); ai = pi.GetAimInput(); if (fi > 0f) { pi.playerScript.FireCurrentWeapon(); } else { pi.playerScript.StopFireWeapon(); } pi.playerScript.Strafe(mi, rsi); //Default playerstate behavior to swap weapons in any state HandleWeaponSwapInput(pi); }
public PlayerStateClimbing(PlayerInputScript player, GameObject go) { pi = player; startPosition = pi.GetPlayerTransform().position; startTime = Time.time; ledge = go; //If this is the end of the ledge, and there's no ledge to jump onto, then don't climb if (startPosition == endPosition) { pi.currentState = new PlayerStateHangingOnLedge(pi, ledge); } mi = pi.GetMovementInput(); if (mi.x >= 0.2f) { endPosition = ledge.GetComponent <LedgeScript>().GetRightMostPoint(); } if (mi.x <= -0.2f) { endPosition = ledge.GetComponent <LedgeScript>().GetLeftMostPoint(); } Debug.Log("entering climbing"); }
public override void StateUpdate() { mi = pi.GetMovementInput(); jumpInput = pi.GetJumpInput(); jumpProgress = pi.playerScript.Jump(startPosition, startTime, mi); }
public void StateUpdate() { jumpTimer += Time.deltaTime; mi = pi.GetMovementInput(); pi.playerScript.Jump(walking, jumpTimer, mi); }