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Commit 21610287 authored by Robin Halseth Sandvik's avatar Robin Halseth Sandvik
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Updated to use the new paramers.

parent 8056b083
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1 merge request!53ToolTips, new ability parameter system & misc clean ups.
......@@ -34,6 +34,7 @@ namespace BigSock {
protected IAttack _testAttack;
protected IAttack _testAttack2;
protected IAbility _dodge;
......@@ -118,30 +119,32 @@ namespace BigSock {
}
private void Update() {
// Regenerate mana & stamina.
Regenerate();
if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButton(0)) {
// Manage attack cooldown.
if(NextTimeCanAttack <= DateTime.Now) {
//NextTimeCanAttack = DateTime.Now.AddSeconds(AttackCooldown);
// Object w/ parameters for abilities.
var par = new AbilityParam{
Actor = this,
TargetPos = Camera.main.ScreenToWorldPoint(Input.mousePosition),
MovementDir = moveDir,
};
//var bullet = Instantiate(attack, new Vector3(transform.position.x, transform.position.y, transform.position.z), attack.transform.rotation);
//bullet.GetComponent<AttackMovement>().Actor = this;
_testAttack.Use(this, Camera.main.ScreenToWorldPoint(Input.mousePosition));
}
// If pressed Soace or LMB: Regular attack.
if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButton(0)) {
_testAttack.Use(par);
}
// If pressed Z: Big attack.
if(Input.GetKey(KeyCode.Z)) {
_testAttack2.Use(this, Camera.main.ScreenToWorldPoint(Input.mousePosition));
_testAttack2.Use(par);
}
// If pressed X: dodge.
if(Input.GetKey(KeyCode.X)) {
_dodge.Use(this, Camera.main.ScreenToWorldPoint(Input.mousePosition));
_dodge.Use(par);
}
......@@ -152,9 +155,8 @@ namespace BigSock {
TryPickUpItem(item);
}
if (Input.GetKeyDown(KeyCode.I))
{
// Code for opening the menu.
if (Input.GetKeyDown(KeyCode.I)) {
GameObject canvas = GameObject.Find("Canvas");
if(canvas != null) {
var playerMenu = PrefabService.SINGLETON.Instance("UI/PlayerMenu", canvas.transform);
......
......@@ -71,7 +71,16 @@ namespace BigSock {
m_Animator_bow.SetTrigger("attack");
if(DateTime.Now >= NextTimeStateCanChange && target != null) {
m_Animator_bow.SetTrigger("none");
_testAttack.Use(this, target.position);
// Object w/ parameters for abilities.
var par = new AbilityParam{
Actor = this,
TargetPos = target.position,
MovementDir = moveDir,
};
_testAttack.Use(par);
State = State.Attacking;
NextTimeStateCanChange = DateTime.Now + ATTACK_WAIT_TIME;
......
......@@ -71,7 +71,14 @@ namespace BigSock {
if(DateTime.Now >= NextTimeStateCanChange && target != null) {
_testAttack.Use(this, target.position);
// Object w/ parameters for abilities.
var par = new AbilityParam{
Actor = this,
TargetPos = target.position,
MovementDir = moveDir,
};
_testAttack.Use(par);
State = State.Attacking;
NextTimeStateCanChange = DateTime.Now + ATTACK_WAIT_TIME;
......
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