示例#1
0
    void Update()
    {
        //Debug.Log(gamepad.GetStick_L().Y);
        if (((gamepad.GetStick_L().X) > 0.2f || (gamepad.GetStick_L().X) < -0.2f))
        {
            //&& rb.velocity.x<maxSpeed
            Move();
        }


        if (gamepad.GetButtonDown("A") && !dashOn)
        {
            dashOn = true;
            StartCoroutine(DashTimer());
        }
        if (gamepad.GetStick_L().Y != 0 && onTheWall)
        {
            moveDown();
        }
        if (gamepad.GetButton("X"))
        {
            Stop();
        }
        if (gamepad.GetButton("Start"))
        {
            Scene scene = SceneManager.GetActiveScene();
            SceneManager.LoadScene(scene.name);
        }
        if (gamepad.GetButtonDown("Y"))
        {
            colorChanger.GetComponent <Renderer>().material.SetColor("_Color", Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f));
        }
    }
示例#2
0
 // Update is called once per frame
 void Update()
 {
     if (gamepad.GetButton("A"))
     {
         Debug.Log("oui");
     }
 }
示例#3
0
    void Update()
    {
        if (gamepad.IsConnected)
        {
            // Moving in straight lines
            if (gamepad.GetButton("DPad_Up"))
            {
                Vector3 movement = new Vector3(0.0f, 0.0f, -1.0f);
                gameObject.GetComponent <Rigidbody>().velocity = movement * moveSpeed;
                lastMove = movement;
            }
            else if (gamepad.GetButton("DPad_Down"))
            {
                Vector3 movement = new Vector3(0.0f, 0.0f, 1.0f);
                gameObject.GetComponent <Rigidbody>().velocity = movement * moveSpeed;
                lastMove = movement;
            }
            else if (gamepad.GetButton("DPad_Left"))
            {
                Vector3 movement = new Vector3(1.0f, 0.0f, 0.0f);
                gameObject.GetComponent <Rigidbody>().velocity = movement * moveSpeed;
                lastMove = movement;
            }
            else if (gamepad.GetButton("DPad_Right"))
            {
                Vector3 movement = new Vector3(-1.0f, 0.0f, 0.0f);
                gameObject.GetComponent <Rigidbody>().velocity = movement * moveSpeed;
                lastMove = movement;
            }

            // Moving Diagonally
            if (gamepad.GetButton("DPad_Up") && gamepad.GetButton("DPad_Left"))
            {
                Vector3 movement = new Vector3(0.75f, 0.0f, -0.75f);
                gameObject.GetComponent <Rigidbody>().velocity = movement * moveSpeed;
                lastMove = movement;
            }
            else if (gamepad.GetButton("DPad_Up") && gamepad.GetButton("DPad_Right"))
            {
                Vector3 movement = new Vector3(-0.75f, 0.0f, -0.75f);
                gameObject.GetComponent <Rigidbody>().velocity = movement * moveSpeed;
                lastMove = movement;
            }
            else if (gamepad.GetButton("DPad_Down") && gamepad.GetButton("DPad_Left"))
            {
                Vector3 movement = new Vector3(0.75f, 0.0f, 0.75f);
                gameObject.GetComponent <Rigidbody>().velocity = movement * moveSpeed;
                lastMove = movement;
            }
            else if (gamepad.GetButton("DPad_Down") && gamepad.GetButton("DPad_Right"))
            {
                Vector3 movement = new Vector3(-0.75f, 0.0f, 0.75f);
                gameObject.GetComponent <Rigidbody>().velocity = movement * moveSpeed;
                lastMove = movement;
            }

            // Dodge Roll
            if (gamepad.GetButtonDown("A"))
            {
                if (dodgeTimer >= dodgeCool)
                {
                    dodgeTimer = 0;
                    //                timer            power         fade
                    gamepad.AddRumble(0.1f, new Vector2(0.1f, 0.1f), 0.1f);
                    gameObject.GetComponent <Rigidbody>().velocity = lastMove * moveSpeed * 3;
                }
            }

            // Player Attacks
            if (gamepad.GetButtonDown("X"))
            {
                if (attackTimer >= attackSpeed)
                {
                    Instantiate(attackGhost, (gameObject.GetComponent <Transform>().position + (lastMove * attackRange)), Quaternion.identity);
                    attackTimer = 0;
                }
            }

            /*************Cheats*************/
            /********************************/

            /*if (Input.GetKeyDown("8"))
             * {
             *  next Round
             * }*/
            if (Input.GetKeyDown("9"))
            {
                health = 9999;
            }
            if (Input.GetKeyDown("0"))
            {
                health = 0;
            }
            /*********************************/
            /*********************************/

            if (health >= 4)
            {
                h1.GetComponent <SpriteRenderer>().enabled = true;
                h2.GetComponent <SpriteRenderer>().enabled = true;
                h3.GetComponent <SpriteRenderer>().enabled = true;
                h4.GetComponent <SpriteRenderer>().enabled = true;
            }
            else if (health == 3)
            {
                h1.GetComponent <SpriteRenderer>().enabled = false;
                h2.GetComponent <SpriteRenderer>().enabled = true;
                h3.GetComponent <SpriteRenderer>().enabled = true;
                h4.GetComponent <SpriteRenderer>().enabled = true;
            }
            else if (health == 2)
            {
                h1.GetComponent <SpriteRenderer>().enabled = false;
                h2.GetComponent <SpriteRenderer>().enabled = false;
                h3.GetComponent <SpriteRenderer>().enabled = true;
                h4.GetComponent <SpriteRenderer>().enabled = true;
            }
            else if (health == 1)
            {
                h1.GetComponent <SpriteRenderer>().enabled = false;
                h2.GetComponent <SpriteRenderer>().enabled = false;
                h3.GetComponent <SpriteRenderer>().enabled = false;
                h4.GetComponent <SpriteRenderer>().enabled = true;
            }
            // Needs to be replaced by a downed mechanic
            else
            {
                // Destroys the player character if they lose all health
                Destroy(gameObject);
                h1.GetComponent <SpriteRenderer>().enabled   = false;
                h2.GetComponent <SpriteRenderer>().enabled   = false;
                h3.GetComponent <SpriteRenderer>().enabled   = false;
                h4.GetComponent <SpriteRenderer>().enabled   = false;
                loseText.GetComponent <Transform>().position = new Vector3(0f, -2.45983f, 12.14942f);
            }

            // Update Timers
            dodgeTimer++;
            attackTimer++;
        }
    }