Inheritance: MonoBehaviour
示例#1
0
        public void update()   //this is the update method
        {
            if (cooldown > 0)  // the the cooldown is greater than 0
            {
                cooldown--;    //it reduces the cooldown
            }
            switch (swinging)  // the switch to see if their swinging
            {
            case Swinging.Not: //if their not
            {
                rotation = 0;  // it removes the rotation from the sword

                break;
            }

            case Swinging.Is:                     //if they are swinging
            {
                swing();                          //it swings
                timer++;                          // and adds to the time
                if (timer > interval - 100 / .98) // if the timer has been running for longer than the interval - aspeed
                {
                    timer    = 0;                 //it sets the timer to 0
                    swinging = Swinging.Not;      //and it sets swinging to not
                    swinged  = false;             //and swinged to false to reset all the stuff
                }
                break;
            }
            }
        }
示例#2
0
    private void directionToSwing()
    {
        if (direction == Swinging.None)
        {
            direction = Swinging.Right;
        }
        else if (direction == Swinging.Right)
        {
            transform.Rotate(new Vector3(0, 0, rotationSpeed));

            if (currentAngle == 30)
            {
                direction = Swinging.Left;
            }
        }
        else if (direction == Swinging.Left)
        {
            transform.Rotate(new Vector3(0, 0, -rotationSpeed));

            if (currentAngle == 330)
            {
                direction = Swinging.Right;
            }
        }
    }
示例#3
0
 void Start()
 {
     desiredDirection = Quaternion.identity;
     walking = gameObject.GetComponent<Walking> ();
     rotating = gameObject.GetComponent<Rotating> ();
     shooting = gameObject.GetComponent<Shooting> ();
     swinging = gameObject.GetComponent<Swinging> ();
     energy = gameObject.GetComponent<Energy> ();
 }
示例#4
0
        public void update(MouseState mouse, Viewport view, EntitySprite player, BinaryWriter writer, MemoryStream writeStream, TcpClient client) //this is the update method
        {
            if (mouse.X < view.Width / 2 && swinged == false)                                                                                     //if the mouse if on the left side of the screen it sets swung to left
            {
                SWUNG = swung.left;
            }
            else if (mouse.X >= view.Width / 2 && swinged == false)//if its on the right and they havent swung it sets it to right
            {
                SWUNG = swung.right;
            }
            if (mouse.RightButton == ButtonState.Pressed && ((PlayerStats)player).mana >= 20 && cooldown <= 0) //if they rightclick and it isnt on cooldown and they have enough mana
            {
                ((PlayerStats)player).mana   = -20;                                                            //it takes the mana
                ((PlayerStats)player).health = ((PlayerStats)player).intelligence;                             //and heals them
                cooldown             = 100;                                                                    //and puts the spell on CD
                heal                 = true;                                                                   //and makes the heal bool true
                writeStream.Position = 0;
                writer.Write((byte)Protocol.weaponCreated);
                writer.Write((byte)2);
                SendData(GetDataFromMemoryStream(writeStream), client);
            }
            else if (cooldown > 0)                           // the the cooldown is greater than 0
            {
                cooldown--;                                  //it reduces the cooldown
            }
            switch (swinging)                                // the switch to see if their swinging
            {
            case Swinging.Not:                               //if their not
            {
                rotation = 0;                                // it removes the rotation from the sword

                if (mouse.LeftButton == ButtonState.Pressed) // when they left click
                {
                    swinging = Swinging.Is;                  // it changes state to swinging
                }
                break;
            }

            case Swinging.Is:    //if they are swinging
            {
                if (timer == 0)
                {
                    writeStream.Position = 0;
                    writer.Write((byte)Protocol.weaponCreated);
                    if (mouse.X < view.Width / 2)
                    {
                        writer.Write((byte)0);
                    }
                    else
                    {
                        writer.Write((byte)1);
                    }
                    SendData(GetDataFromMemoryStream(writeStream), client);
                }
                swing();                                                   //it swings
                timer++;                                                   // and adds to the time
                if (timer > interval - ((PlayerStats)player).aSpeed / .98) // if the timer has been running for longer than the interval - aspeed
                {
                    timer    = 0;                                          //it sets the timer to 0
                    swinging = Swinging.Not;                               //and it sets swinging to not
                    swinged  = false;                                      //and swinged to false to reset all the stuff
                }
                break;
            }
            }
        }
示例#5
0
 // Use this for initialization
 void Start()
 {
     direction = Swinging.None;
 }