public void reset() { destination.Clear(); previousPos = transform.position; state = charState.idle; place = 0; }
void Start() { memehp.text = meme.stat.HP.ToString(); curState = charState.PROCESSING; Selector.SetActive(false); ipos = transform.position; BSM = GameObject.FindGameObjectWithTag("BattleSystem").GetComponent <BattleSM>(); }
void Update() { memehp.text = meme.stat.HP.ToString(); Debug.Log(memehp.text) updatehp(); switch (curState) { case (charState.PROCESSING): { updatebar(); break; } case (charState.ACTION): { StartCoroutine((aksi())); break; } case (charState.WAITING): { if ((isSelected) && (target)) { curState = charState.ACTION; } break; } case (charState.SELECTED): { break; } case (charState.DEAD): { break; } case (charState.ADDTOLIST): { BSM.playerMeme.Add(this.gameObject); curState = charState.WAITING; break; } } if (Input.GetMouseButtonDown(0)) { ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit, 100)) { if (hit.transform.tag == "Enemy") { target = hit.transform.gameObject; target.transform.Find("Targeted").gameObject.SetActive(true); } } } }
public void damage(int amount) { health += amount; statusBar.updateHealth(health, maxHealth); if (health <= 0) { state = charState.dead; } }
void Awake() { destination = new List <Vector3>(); previousPos = transform.position; state = charState.idle; place = 0; statusBar.updateHealth(health, maxHealth); statusBar.updateEnd(endurance, maxEndurance); }
public void TakeDamage(float amount) { meme.stat.HP -= amount; if (meme.stat.HP <= 0) { curState = charState.DEAD; Debug.Log(curState); } }
void updatebar() { cur_cooldown = cur_cooldown + Time.deltaTime; float calc_cooldown = cur_cooldown / max_cooldown; if (cur_cooldown > max_cooldown) { curState = charState.WAITING; } }
// Start is called before the first frame update void Start() { playerState = charState.Asleep; energy = 0.0f; // Player starts with 0 energy energyDrainTime = 0.3f; // Energy drains every x seconds playerPos = GetComponent <Transform>(); inventory = null; inventoryUI = GameObject.FindGameObjectWithTag("Inventory"); inventoryUI.SetActive(false); gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); }
Inventory inventory; //character inventory - incudes all character items #endregion Fields #region Constructors public Character(StatSheet stats, Profession profession, Vector2 startPosition, bool ally = false) { this.stats = stats; this.profession = profession; this.position = startPosition; this.ally = ally; this.selected = false; this.state = charState.still; this.characterSpriteOffsetX = (int)Profession.getOffset(profession).X; int characterSpriteOffsetY = (int)Profession.getOffset(profession).Y; this.pixelPosition = this.getPixelPositionByTilePosition(startPosition); }
private void CheckPlayerState() { if (energy <= 0f) // If the player has no energy and the grace period has expired { if (gameManager.gracePeriod == false) { gameManager.fellAsleep = true; } playerState = charState.Asleep; // They fall asleep sleeping.SetActive(true); } else { playerState = charState.Awake; sleeping.SetActive(false); } }
void FixedUpdate() { if (state == charState.move) { if (destination.Count - place == 0) { Debug.Log("STOP"); game.gameController.EndBattle(); } else if (place < destination.Count) { if (game.gameController.characterLocations[game.map.ToTileCoordinates(destination[place])]) { Debug.Log("Fight"); state = charState.attack; game.gameController.StartBattle(game.gameController.characterLocations[game.map.ToTileCoordinates(destination[place])].gameObject, ally); place = 0; } else if (Vector3.Distance(destination[place], transform.position) < 0.01f) { ++place; Debug.Log("NEXT"); game.gameController.SetCharacterLocation(gameObject, previousPos); previousPos = transform.position; } else { transform.position = Vector3.MoveTowards(transform.position, destination[place], Time.deltaTime * 3); } } } else if (state == charState.attack) { } else if (state == charState.dead) { game.gameController.removeChar(gameObject, ally); transform.position = new Vector3(transform.position.x, 0.0f, transform.position.z); state = charState.idle; } }
private IEnumerator aksi() { if (action) { yield break; } action = true; Vector3 targetpos = new Vector3(target.transform.position.x - 1.5f, target.transform.position.y, target.transform.position.z); while (movetarget(targetpos)) { yield return(null); } DoDamage(); yield return(new WaitForSeconds(0.5f)); Vector3 spos = ipos; while (moveipos(spos)) { yield return(null); } BSM.action.RemoveAt(0); BSM.bs = BattleSM.battleState.WAIT; action = false; Selector.SetActive(false); isSelected = false; target.transform.Find("Targeted").gameObject.SetActive(false); target = null; curState = charState.WAITING; }
//ステータスを変更するため void changeState(charState st) { state = st; }
public void SetState(charState newState){ state = newState; }
public void changeState(charState s) { state = s; }
// Update is called once per frame void Update() { float movementX = Input.GetAxisRaw("Horizontal"); float movementY = Input.GetAxisRaw("Vertical"); foreach (KeyCode vKey in System.Enum.GetValues(typeof(KeyCode))) { if (Input.GetKey(vKey)) { //your code here //Debug.Log(vKey.ToString()); } } // Debug.Log(Input.GetAxis("JOY1")); if (Input.GetButtonUp("Xbutton")) { Debug.Log("X"); } if (Input.GetButtonUp("Ybutton")) { } if (Input.GetButton("Abutton")) { Debug.Log("A"); } if (Input.GetButton("Bbutton")) { Debug.Log("B"); } if (Input.GetAxisRaw("Horizontal") >= 0.01 && playerFace != true) { playerFace = true; needChangeFace = true; } else if (Input.GetAxisRaw("Horizontal") <= -0.01 && playerFace != false) { playerFace = false; needChangeFace = true; } if (needChangeFace) { needChangeFace = false; ts.localScale = new Vector3(ts.localScale.x * -1, ts.localScale.y, 1); } // playerStateSet if ((rb2d.velocity.x > 0.1 && rb2d.velocity.y <= 0.01) || (rb2d.velocity.x < -0.1 && rb2d.velocity.y >= -0.01)) { playerState = charState.walking; } else { playerState = charState.landed; } //Debug.Log(rb2d.velocity); //Debug.Log(playerState.ToString()); Vector3 v3 = new Vector3(movementX, movementY, 0); rb2d.AddForce(v3 * movespeed * Time.deltaTime, ForceMode2D.Impulse); //ts.position += v3 * speed * Time.deltaTime; }