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gadig
four
Commits
08af3fb3
Commit
08af3fb3
authored
Dec 01, 2016
by
tmorga18
Browse files
resolved conflicts with melee
parent
85a7396c
Changes
11
Hide whitespace changes
Inline
Side-by-side
Assets/Scripts/Actions.cs
View file @
08af3fb3
...
...
@@ -27,6 +27,10 @@ public class Actions : MonoBehaviour {
private
Vector3
LastInput
=
new
Vector2
(
0
,
-
1
);
private
Animator
animator
;
public
float
meleeTime
=
0.5f
;
void
Start
()
{
abilitiesImage
=
GameObject
.
FindGameObjectWithTag
(
"Cycle"
).
GetComponent
<
Image
>();
...
...
@@ -36,23 +40,52 @@ public class Actions : MonoBehaviour {
abilityUnusable
=
new
Color
(
255.0f
,
255.0f
,
255.0f
,
0.5f
);
abilityUsable
=
new
Color
(
255.0f
,
255.0f
,
255.0f
,
1.0f
);
audio
=
GetComponent
<
AudioSource
>();
animator
=
GetComponent
<
Animator
>();
}
void
Update
()
{
RaycastHit2D
hit
=
Physics2D
.
Raycast
(
transform
.
position
,
GetLastDirection
());
Debug
.
DrawRay
(
transform
.
position
,
GetLastDirection
(),
Color
.
red
);
// Constantly check where the player is facing
GetLastDirection
();
RaycastHit2D
meleeRaycastHit
=
Physics2D
.
Raycast
(
transform
.
position
,
GetLastDirection
(),
5
);
Debug
.
DrawRay
(
transform
.
position
,
GetLastDirection
(),
Color
.
red
);
if
(
meleeRaycastHit
.
collider
.
tag
==
"Enemy"
)
{
Debug
.
Log
(
meleeRaycastHit
.
collider
.
gameObject
);
}
// If the player right clicks the mouse...
if
(
Input
.
GetButtonDown
(
"Fire1"
))
{
animator
.
SetBool
(
"Attacking"
,
true
);
StartCoroutine
(
ResetAttack
());
}
if
(
Input
.
GetButtonDown
(
"Fire2"
))
{
UseAbility
(
currentAbility
.
name
);
}
if
(
Input
.
GetButtonDown
(
"Fire3"
))
{
// Increment the counter
abilitiesCounter
++;
// If the counter goes out of range of the array's size, reset it to 0
if
(
abilitiesCounter
>
abilities
.
Length
-
1
)
{
abilitiesCounter
=
0
;
}
// Call the ChooseAbility() function
CycleAbility
();
}
// Checks to see if the water shield is off cooldown and changes the image opacity accordingly
if
(
waterShieldUsable
==
false
)
{
waterShieldTimer
-=
Time
.
deltaTime
;
if
(
waterShieldTimer
<=
0
)
{
...
...
@@ -64,26 +97,11 @@ public class Actions : MonoBehaviour {
}
else
{
abilitiesImage
.
GetComponent
<
Image
>().
color
=
abilityUsable
;
}
// If the player presses the button to choose an ability...
if
(
Input
.
GetButtonDown
(
"Fire2"
))
{
// Increment the counter
abilitiesCounter
++;
// Call the ChooseAbility() function
CycleAbility
();
}
}
void
CycleAbility
()
{
// If the counter goes out of range of the array's size, reset it to 0
if
(
abilitiesCounter
>
abilities
.
Length
-
1
)
{
abilitiesCounter
=
0
;
}
// Set the currentAbility to the one chosen by the abilitiesCounter
currentAbility
=
abilities
[
abilitiesCounter
];
...
...
@@ -158,6 +176,10 @@ public class Actions : MonoBehaviour {
this
.
GetComponent
<
HeroMobility
>
().
canMove
=
false
;
yield
return
new
WaitForSeconds
(
0.2f
);
this
.
GetComponent
<
HeroMobility
>
().
canMove
=
true
;
}
IEnumerator
ResetAttack
()
{
yield
return
new
WaitForSeconds
(
meleeTime
);
animator
.
SetBool
(
"Attacking"
,
false
);
}
}
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