示例#1
0
    // Update is called once per frame
    void Update()
    {
        this.moveTranslation     = new Vector3(this.directionOfTravel.x, this.directionOfTravel.y) * this.GetComponent <SpriteRenderer>().bounds.size.x;
        this.transform.position += new Vector3(this.moveTranslation.x, this.moveTranslation.y) * Time.deltaTime * fixedSpeed;

        if (directionOfTravel != Vector2.zero)             // only updates previous direction of travle when player moves
        {
            previousDirectionOfTravel = directionOfTravel; // sets our previous Direction of travel equal to our latest non 0,0 direction of travel.
        }

        if (currentRollState == rollStates.ROLLING) // Kinda neat functionality, I just don't like how this looks, help me out Jeff?
        {
            Vector2 endMarker = this.transform.position + new Vector3(previousDirectionOfTravel.x, previousDirectionOfTravel.y);
            transform.position = Vector3.Lerp(this.transform.position, endMarker, .5f);
            rollTime          -= Time.deltaTime;

            if (rollTime <= 0)
            {
                currentRollState = rollStates.ROLLCOOLDOWN;
                rollCoolDown     = setRollCooldown;
            }
        }

        if (currentRollState == rollStates.ROLLCOOLDOWN)
        {
            rollCoolDown -= Time.deltaTime;
            if (rollCoolDown <= 0)
            {
                currentRollState = rollStates.CANROLL;
            }
        }

        primaryWeapon.transform.position = new Vector3(this.transform.position.x, this.transform.position.y, -1);
    }
示例#2
0
 public void Roll()
 {
     if (currentRollState == rollStates.CANROLL)
     {
         rollTime         = setHowLongTheRollTakes; //0.05f;
         distanceOfRoll   = .025f;                  // TESTING ONLY, these will be rid of in favor of a designer friendly inspector public variable.
         currentRollState = rollStates.ROLLING;
     }
 }
示例#3
0
 // Use this for initialization
 void Start()
 {
     primaryWeapon = Instantiate(primaryWeapon);
     primaryWeapon.GetComponent <SpriteRenderer>().enabled = false;
     backupCQC = Instantiate(backupCQC);
     backupCQC.GetComponent <SpriteRenderer>().enabled = false;   // need to find a new home for these, maybe in the game manager somewhere.
     previousDirectionOfTravel = new Vector2(0, 1);
     currentRollState          = rollStates.CANROLL;
     status = lifeState.OK;
 }