/// <summary> /// /// </summary> private void RunSuspenseTimer() { suspenseTimer += Time.deltaTime; if (suspenseTimer >= suspenseTime) { Showdown.GetInstance().StateMachine.TransitionToState(ShowdownState.ShowdownStateType.ShowdownFightState); } }
private void RunResolveTimer() { resolveTimer += UnityEngine.Time.deltaTime; if (resolveTimer > 0.25) { Showdown.GetInstance().IsAcceptingAttacks = false; Showdown.GetInstance().DisplayWinner(Showdown.GetInstance().ProcessAttacks()); Showdown.GetInstance().StateMachine.TransitionToState(ShowdownStateType.ShowdownInitState); //Destroy( Showdown.GetInstance() ); } }
public void GoShowdown() { if (currentState != GameState.Showdown) { player1.SetColor(); player2.SetColor(); setState("Showdown"); Showdown temp = Instantiate(showdownPrefab); temp.showdownCamera = showdownCamera; temp.HUD = HUD; temp.mainCamera = Camera.main; Showdown.GetInstance().InitShowdown(player1, player2); } }
private void TransitionToSuspense() { Debug.Log("TransitionToSuspense"); Showdown.GetInstance().BeginShowdown(); }
/// <summary> /// Occurs when this state is entered from another state. /// </summary> public override void OnEnter() { base.OnEnter(); suspenseTime = Random.Range(4.0f, 5.0f); Showdown.GetInstance().IsAcceptingAttacks = true; }
/// <summary> /// Occurs when this state is entered from another state. /// </summary> public override void OnEnter() { base.OnEnter(); Showdown.GetInstance().Fight(); }
/// <summary> /// Occurs everytime an update is called. (Once per frame in this instance) /// </summary> public virtual void Update() { Showdown.GetInstance().RunTimer(); }
// Update is called once per frame private void Update() { // string[] meh = Input.GetJoystickNames(); shieldCD -= Time.deltaTime; if (shielded == true) { shieldTimer -= Time.deltaTime; if (shieldTimer <= 0) { shielded = false; shieldTimer = 0.8f; } } else { GetComponent <SpriteRenderer>().color = player.myColor; } if (Input.GetButtonDown("ShieldC" + player.id.ToString()) && shieldCD <= 0) { GetComponent <SpriteRenderer>().color = Color.yellow; Shield.CrossFadeAlpha(0.0f, 0.0f, true); shielded = true; shieldCD = 7.0f; Shield.CrossFadeAlpha(1.0f, shieldCD, false); } if (GameObject.Find("GameManager").GetComponent <GameManager>().currentState == GameManager.GameState.Showdown) { if (Input.GetButtonDown("ShowdownButton" + player.id)) { Showdown.GetInstance().ExecuteAttack(player); } //if (Input.GetAxisRaw("ShowdownButton") == 1 && player.id == 1) // Showdown.GetInstance().ExecuteAttack(player); } else { blinkCD -= Time.deltaTime; float playerVelocityX = 0, playerVelocityY = 0; { float axis = Input.GetAxisRaw("LeftStickXC" + player.id); if (axis != 0) { playerVelocityX = playerSpeed * axis * Time.deltaTime; } } { float axis = Input.GetAxisRaw("LeftStickYC" + player.id); if (axis != 0) { playerVelocityY = playerSpeed * axis * Time.deltaTime; } } //PRB.velocity += new Vector2(playerVelocityX, -playerVelocityY); PRB.AddForce(new Vector2(playerVelocityX, -playerVelocityY)); float xAxis = Input.GetAxisRaw("RightStickXC" + player.id); float yAxis = Input.GetAxisRaw("RightStickYC" + player.id); if (Input.GetAxisRaw("Blink" + player.id) > 0.0f && blinkCD <= 0.0f) { Blink.CrossFadeAlpha(0.0f, 0.0f, true); GetComponent <SoundPlayer>().PlaySound("Blink"); blinkCD = 5.0f; Vector3 newPos = new Vector3((blinkDist * xAxis), -(blinkDist * yAxis)); Vector3 newNewPos = player.transform.position + newPos; player.transform.position = newNewPos; playerVelocityX = playerSpeed * xAxis * Time.deltaTime * 10; playerVelocityY = playerSpeed * yAxis * Time.deltaTime * 10; PRB.velocity = new Vector2(0, 0); PRB.AddForce(new Vector2(playerVelocityX, -playerVelocityY)); Blink.CrossFadeAlpha(1.0f, blinkCD, false); } } }