void SetSpeed(SpeedStates states) { // Note that for now, target unit is always player. // This kind of script directly supports state changes by ai. switch (states) { case SpeedStates.Normal: targetUnit.input.gunLocked = true; targetUnit.input.movement.speed = normalSpeed; targetUnit.input.movement.sideSpeed = normalSpeed; targetUnit.input.jumpEnabled = false; break; case SpeedStates.Faster: targetUnit.input.gunLocked = true; targetUnit.input.movement.speed = fasterSpeed; targetUnit.input.movement.sideSpeed = normalSpeed; targetUnit.input.jumpEnabled = false; break; case SpeedStates.Flash: targetUnit.input.gunLocked = true; targetUnit.input.movement.speed = fasterSpeed; targetUnit.input.movement.sideSpeed = normalSpeed; targetUnit.input.jumpEnabled = true; break; default: break; } }
internal void IncreaseAttack() { if (attackState != AttackStates.MoreBullets) { Debug.Log("Attack upgrade"); speedState = SpeedStates.Normal; attackState += 1; SetSpeed(SpeedStates.Normal); SetAttack(attackState); } }
internal void IncreaseSpeed() { if (speedState != SpeedStates.Flash) { Debug.Log("Speed upgrade"); speedState = speedState + 1; attackState = AttackStates.Normal; SetSpeed(speedState); SetAttack(attackState); } }
void Decrease(ref float time) { if (time > 0) { time -= Time.deltaTime / get_empty_time; } else { state = SpeedStates.NORMALIZE; } }
private void Wings() { if (!stoped) { body.velocity = Vector2.zero; stoped = true; body.gravityScale = 0; Rotate(0); } transform.localScale = Vector3.one * scale_amount + Vector3.up * Mathf.Abs(body.velocity.y) * Time.deltaTime * param; SpeedStates state = SpeedManager.self.state; if (state == SpeedStates.INCREASE && transform.position.y > max_wing_height) { state = SpeedStates.NORMALIZE; } if (state == SpeedStates.INCREASE) { force = Vector2.up; body.AddForce(force * 10f); } else if (state == SpeedStates.DECREASE) { force = Vector2.down; body.AddForce(force * 10f); } else { if (!set_force_time) { force_time = Time.time; set_force_time = true; } body.velocity = Vector2.Lerp( body.velocity, Vector2.zero, (Time.time - force_time) * Time.deltaTime ); } }
void Update() { if (gun_button_pressed) { GunController.self.Shot(); } if (jump_max_button_pressed) { state = SpeedStates.INCREASE; } else if (jump_min_button_pressed) { state = SpeedStates.DECREASE; } else { state = SpeedStates.NORMALIZE; } }
void Update() { state = InputManager.self.state; switch (state) { case SpeedStates.INCREASE: Decrease(ref high_time); Increase(ref low_time); break; case SpeedStates.NORMALIZE: Increase(ref high_time); Increase(ref low_time); break; case SpeedStates.DECREASE: Increase(ref high_time); Decrease(ref low_time); break; } SpeedManager.self.state = state; UiManager.self.SetJumpButtonSlidersValue(high_time, low_time); }
public void SetSpeedState(SpeedStates value) { speedState = value; }