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Suck It
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GameDevWeek
W
Wintersemester 2018-2019
Unity
Suck It
Commits
c9db1811
Commit
c9db1811
authored
Mar 28, 2019
by
Christopher Benes
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commit versuch 2 du dumme sau
parents
1769b1c1
57ad37d7
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26 changed files
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4570 additions
and
555 deletions
+4570
-555
Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset
... Pro/Resources/Fonts & Materials/LiberationSans SDF.asset
+2
-2
Assets/_Game/Data/Player Data/Movement Data/Movement States.asset
...Game/Data/Player Data/Movement Data/Movement States.asset
+18
-18
Assets/_Game/Data/Player Data/PlayerState.asset
Assets/_Game/Data/Player Data/PlayerState.asset
+9
-8
Assets/_Game/Font.meta
Assets/_Game/Font.meta
+8
-0
Assets/_Game/Font/BradBunR SDF.asset
Assets/_Game/Font/BradBunR SDF.asset
+2088
-0
Assets/_Game/Font/BradBunR SDF.asset.meta
Assets/_Game/Font/BradBunR SDF.asset.meta
+8
-0
Assets/_Game/Font/BradBunR.ttf
Assets/_Game/Font/BradBunR.ttf
+3
-0
Assets/_Game/Font/BradBunR.ttf.meta
Assets/_Game/Font/BradBunR.ttf.meta
+22
-0
Assets/_Game/Graphics/Sprite/HUD/TextBg.png
Assets/_Game/Graphics/Sprite/HUD/TextBg.png
+3
-0
Assets/_Game/Graphics/Sprite/HUD/TextBg.png.meta
Assets/_Game/Graphics/Sprite/HUD/TextBg.png.meta
+99
-0
Assets/_Game/Prefabs/Elemental Attacks/WaterAttack.prefab
Assets/_Game/Prefabs/Elemental Attacks/WaterAttack.prefab
+3
-3
Assets/_Game/Prefabs/HUD.prefab
Assets/_Game/Prefabs/HUD.prefab
+1594
-86
Assets/_Game/Prefabs/Level_Elements/EarthDestroyable.prefab.meta
..._Game/Prefabs/Level_Elements/EarthDestroyable.prefab.meta
+1
-1
Assets/_Game/Scenes/MainLevel_Isa.unity
Assets/_Game/Scenes/MainLevel_Isa.unity
+84
-247
Assets/_Game/Scenes/Max-Level.unity
Assets/_Game/Scenes/Max-Level.unity
+454
-103
Assets/_Game/Scripts/Level Hazards/DestroyObjectByEarth.cs
Assets/_Game/Scripts/Level Hazards/DestroyObjectByEarth.cs
+1
-0
Assets/_Game/Scripts/Level Hazards/MovingPlattform.cs
Assets/_Game/Scripts/Level Hazards/MovingPlattform.cs
+23
-12
Assets/_Game/Scripts/Player/MovementController.cs
Assets/_Game/Scripts/Player/MovementController.cs
+9
-6
Assets/_Game/Scripts/Player/PlayerAttacks/Earth/PlayerEarthAttack.cs
...e/Scripts/Player/PlayerAttacks/Earth/PlayerEarthAttack.cs
+30
-6
Assets/_Game/Scripts/Player/PlayerAttacks/Earth/PlayerEarthProjectile.cs
...ripts/Player/PlayerAttacks/Earth/PlayerEarthProjectile.cs
+0
-18
Assets/_Game/Scripts/Player/PlayerAttacks/Player_FireAttack.cs
...s/_Game/Scripts/Player/PlayerAttacks/Player_FireAttack.cs
+28
-6
Assets/_Game/Scripts/Player/PlayerAttacks/Water/PlayerWaterAttack.cs
...e/Scripts/Player/PlayerAttacks/Water/PlayerWaterAttack.cs
+3
-3
Assets/_Game/Scripts/Player/PlayerInteract.cs
Assets/_Game/Scripts/Player/PlayerInteract.cs
+21
-14
Assets/_Game/Scripts/Scriptable Object/PlayerState.cs
Assets/_Game/Scripts/Scriptable Object/PlayerState.cs
+9
-9
Assets/_Game/Scripts/UI/ElementAnzeige.cs
Assets/_Game/Scripts/UI/ElementAnzeige.cs
+8
-13
Assets/_Game/Scripts/UI/FaehigkeitenBox.cs
Assets/_Game/Scripts/UI/FaehigkeitenBox.cs
+42
-0
No files found.
Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset
View file @
c9db1811
...
...
@@ -9,7 +9,7 @@ Material:
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m_Name: LiberationSans SDF Material
m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3}
m_ShaderKeywords: _EMISSION
m_ShaderKeywords:
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_EMISSION
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...
...
@@ -102,7 +102,7 @@ Material:
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- _OutlineUVSpeedY: 0
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- _OutlineWidth: 0
.113
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- _Reflectivity: 10
Assets/_Game/Data/Player Data/Movement Data/Movement States.asset
View file @
c9db1811
...
...
@@ -20,40 +20,40 @@ MonoBehaviour:
moveSpeed
:
30
maxJumpCount
:
5
mass
:
0.1
gravity
:
0.
1
gravity
:
0.
5
earthMoveState
:
jumpForce
:
2
jumpForce
:
10
smoothing
:
0.03
airControl
:
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airControl
:
1
canSwim
:
0
moveSpeed
:
15
maxJumpCount
:
1
mass
:
1
0
gravity
:
1
mass
:
2
0
gravity
:
3
fireMoveState
:
jumpForce
:
1
0
jumpForce
:
1
5
smoothing
:
0.03
airControl
:
1
canSwim
:
0
canSwim
:
1
moveSpeed
:
20
maxJumpCount
:
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maxJumpCount
:
2
mass
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1
gravity
:
1
gravity
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3
waterMoveState
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jumpForce
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7
jumpForce
:
10
smoothing
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0.03
airControl
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1
canSwim
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0
moveSpeed
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canSwim
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1
moveSpeed
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20
maxJumpCount
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mass
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mass
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gravity
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jumpForce
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5
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moveSpeed
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canSwim
:
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moveSpeed
:
3
0
maxJumpCount
:
1
mass
:
1
gravity
:
1
gravity
:
3
Assets/_Game/Data/Player Data/PlayerState.asset
View file @
c9db1811
...
...
@@ -14,12 +14,13 @@ MonoBehaviour:
m_EditorClassIdentifier
:
currentInfusedElement
:
2
currentMoveState
:
jumpForce
:
0
smoothing
:
0
airControl
:
0
moveSpeed
:
0
maxJumpCount
:
0
mass
:
0
gravity
:
0
jumpForce
:
10
smoothing
:
0.03
airControl
:
1
canSwim
:
1
moveSpeed
:
20
maxJumpCount
:
1
mass
:
1
gravity
:
3
movementStates
:
{
fileID
:
11400000
,
guid
:
c757aad6925b37a46b916f609fa9012b
,
type
:
2
}
charges
:
4
charges
:
1
Assets/_Game/
Scripts/Player/PlayerAttacks/Earth/PlayerEarthProjectile.cs
.meta
→
Assets/_Game/
Font
.meta
View file @
c9db1811
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Assets/_Game/Font/BradBunR SDF.asset
0 → 100644
View file @
c9db1811
This diff is collapsed.
Click to expand it.
Assets/_Game/Font/BradBunR SDF.asset.meta
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View file @
c9db1811
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LFS
View file @
c9db1811
File added
Assets/_Game/Font/BradBunR.ttf.meta
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View file @
c9db1811
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c9db1811
130 Bytes
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c9db1811
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Assets/_Game/Prefabs/Elemental Attacks/WaterAttack.prefab
View file @
c9db1811
...
...
@@ -68,8 +68,8 @@ SpriteRenderer:
m_AutoUVMaxDistance
:
0.5
m_AutoUVMaxAngle
:
89
m_LightmapParameters
:
{
fileID
:
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}
m_SortingLayerID
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m_SortingLayer
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m_Sprite
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{
fileID
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21300000
,
guid
:
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,
type
:
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}
m_Color
:
{
r
:
0.16932298
,
g
:
0.1273585
,
b
:
1
,
a
:
1
}
...
...
@@ -102,7 +102,7 @@ Rigidbody2D:
m_Interpolate
:
0
m_SleepingMode
:
1
m_CollisionDetection
:
0
m_Constraints
:
0
m_Constraints
:
4
---
!u!61
&6258883857105394474
BoxCollider2D
:
m_ObjectHideFlags
:
0
...
...
Assets/_Game/Prefabs/HUD.prefab
View file @
c9db1811
This diff is collapsed.
Click to expand it.
Assets/_Game/Prefabs/Level_Elements/EarthDestroyable.prefab.meta
View file @
c9db1811
fileFormatVersion: 2
guid:
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PrefabImporter:
externalObjects: {}
userData:
...
...
Assets/_Game/Scenes/MainLevel_Isa.unity
View file @
c9db1811
This diff is collapsed.
Click to expand it.
Assets/_Game/Scenes/Max-Level.unity
View file @
c9db1811
This diff is collapsed.
Click to expand it.
Assets/_Game/Scripts/Level Hazards/DestroyObjectByEarth.cs
View file @
c9db1811
...
...
@@ -7,6 +7,7 @@ public class DestroyObjectByEarth : MonoBehaviour
{
void
OnCollisionEnter2D
(
Collision2D
other
)
{
if
(!
other
.
gameObject
.
CompareTag
(
"Player"
))
return
;
if
(
other
.
gameObject
.
GetComponent
<
PlayerEarthAttack
>().
isStomping
)
{
Destroy
(
gameObject
);
...
...
Assets/_Game/Scripts/Level Hazards/MovingPlattform.cs
View file @
c9db1811
...
...
@@ -6,6 +6,7 @@ using UnityEngine;
public
class
MovingPlattform
:
MonoBehaviour
{
public
List
<
Vector2
>
m_Points
;
public
List
<
string
>
m_Tags
;
[
SerializeField
]
private
float
m_Speed
=
0.3f
;
//plattform geschwindigkeit
[
SerializeField
]
private
float
m_Wait
=
2f
;
//zeit in Sekunden wie lange die Plattform wartet
[
SerializeField
]
private
int
m_StartIndex
=
0
;
//Index in der Liste an der die Plattform starten soll
...
...
@@ -94,21 +95,31 @@ public class MovingPlattform : MonoBehaviour {
}
//CollisionEnter mit Spieler kann um Gegner erweitert werden
void
OnCollisionEnter2D
(
Collision2D
col2D
)
{
if
(
col2D
.
transform
.
gameObject
.
tag
.
Equals
(
"Player"
))
{
//Setzt parent object des Spielers zu dieser Plattform somit wird die transformation der Plattform auf den Spieler Übertragen
col2D
.
transform
.
SetParent
(
gameObject
.
transform
);
if
(
m_MoveingByTouching
)
Patrol
();
}
void
OnCollisionEnter2D
(
Collision2D
col2D
)
{
for
(
int
i
=
0
;
i
<
m_Tags
.
Count
;
i
++)
{
if
(
col2D
.
gameObject
.
tag
.
Equals
(
m_Tags
[
i
])
||
col2D
.
gameObject
.
tag
.
Equals
(
"Player"
))
{
//Setzt parent object des Spielers zu dieser Plattform somit wird die transformation der Plattform auf den Spieler Übertragen
col2D
.
transform
.
SetParent
(
gameObject
.
transform
);
if
(
m_MoveingByTouching
)
Patrol
();
}
}
}
//CollisionExit mit Spieler kann um Gegner erweitert werden
void
OnCollisionExit2D
(
Collision2D
col2D
)
{
if
(
col2D
.
transform
.
gameObject
.
tag
.
Equals
(
"Player"
))
{
//Sets Spieler Parent zu niemand
col2D
.
transform
.
SetParent
(
null
);
}
for
(
int
i
=
0
;
i
<
m_Tags
.
Count
;
i
++)
{
if
(
col2D
.
gameObject
.
tag
.
Equals
(
m_Tags
[
i
])
||
col2D
.
gameObject
.
tag
.
Equals
(
"Player"
))
{
//Sets Spieler Parent zu niemand
col2D
.
transform
.
SetParent
(
null
);
}
}
}
void
OnDrawGizmosSelected
()
{
...
...
@@ -128,4 +139,4 @@ public class MovingPlattform : MonoBehaviour {
}
}
}
}
\ No newline at end of file
}
Assets/_Game/Scripts/Player/MovementController.cs
View file @
c9db1811
...
...
@@ -110,6 +110,7 @@ public class MovementController : MonoBehaviour
public
void
Move
(
Vector2
move
,
bool
jump
)
{
Debug
.
Log
(
"grounded: "
+
m_Grounded
+
" aircontrol: "
+
m_AirControl
);
//only control the player if grounded or airControl is turned on
if
(
m_Grounded
||
(
m_AirControl
&&
(
m_Airborn
&&
!
m_Grounded
))
||
(
m_Swimming
&&
m_CanSwim
))
{
...
...
@@ -140,23 +141,23 @@ public class MovementController : MonoBehaviour
if
(((
m_Grounded
)
||
(
m_TempJumpCount
>
1
)
||
(
m_Swimming
&&
m_CanSwim
))
&&
!
m_Jumped
)
{
// Add a vertical force to the player.
OnJumpEvent
.
Invoke
();
m_Grounded
=
false
;
m_TempJumpCount
--;
//m_Rigidbody2D.AddForce (new Vector2 (0f, m_JumpForce));
m_Rigidbody2D
.
velocity
=
Vector2
.
up
*
m_JumpForce
;
OnJumpEvent
.
Invoke
();
StartCoroutine
(
Wait
(
m_SecondsWaitToJump
));
}
}
if
(
m_Rigidbody2D
.
velocity
.
y
<
0
&&
!
m_Swimming
)
if
(
m_Rigidbody2D
.
velocity
.
y
<
0
&&
!
m_Swimming
&&
!
m_Grounded
)
{
m_Rigidbody2D
.
velocity
+=
Vector2
.
up
*
Physics2D
.
gravity
.
y
*
(
m_fallMultiplier
-
1
)
*
Time
.
deltaTime
;
}
else
if
(
m_Rigidbody2D
.
velocity
.
y
>
0
&&
!
Input
.
GetButton
(
"Jump"
))
{
m_Rigidbody2D
.
velocity
+=
Vector2
.
up
*
Physics2D
.
gravity
.
y
*
(
m_lowJumpMultiplier
-
1
)
*
Time
.
deltaTime
;
}
//
else if (m_Rigidbody2D.velocity.y > 0 && !Input.GetButton("Jump"))
//
{
//
m_Rigidbody2D.velocity += Vector2.up * Physics2D.gravity.y * (m_lowJumpMultiplier - 1) * Time.deltaTime;
//
}
}
public
void
SetSwimming
(
bool
value
)
...
...
@@ -204,11 +205,13 @@ public class MovementController : MonoBehaviour
private
void
OnCollisionEnter2D
(
Collision2D
other
)
{
if
(
other
.
gameObject
.
layer
==
m_WhatIsGround
)
m_Airborn
=
false
;
}
private
void
OnCollisionExit2D
(
Collision2D
other
)
{
if
(
other
.
gameObject
.
layer
==
m_WhatIsGround
)
m_Airborn
=
true
;
}
...
...
Assets/_Game/Scripts/Player/PlayerAttacks/Earth/PlayerEarthAttack.cs
View file @
c9db1811
...
...
@@ -6,30 +6,54 @@ namespace _Game.Scripts.Player.PlayerAttacks.Earth
public
class
PlayerEarthAttack
:
MonoBehaviour
{
private
float
nextFire
;
public
float
C
ooldown
;
public
float
c
ooldown
;
public
float
massIncrease
;
public
bool
isStomping
;
MovementController
controller
;
private
RaycastHit2D
[]
RaycastHits2D
=
new
RaycastHit2D
[
8
];
private
LayerMask
whatIsDestroyable
;
private
ContactFilter2D
contactFilter2D
;
private
bool
_ready
;
private
bool
_activated
;
// Start is called before the first frame update
void
Start
()
{
controller
=
GetComponentInParent
<
MovementController
>();
contactFilter2D
.
SetLayerMask
(
whatIsDestroyable
);
_ready
=
true
;
_activated
=
false
;
}
public
bool
Attack
()
{
if
(
_ready
)
{
_activated
=
true
;
}
return
_ready
;
}
// Update is called once per frame
void
Update
()
{
if
(
Input
.
GetButtonDown
(
"Fire1"
)
&&
Time
.
time
>
nextFire
&&
!
controller
.
Grounded
)
{
nextFire
=
Time
.
time
+
Cooldown
;
_ready
=
Time
.
time
>
nextFire
;
StartCoroutine
(
fire
());
}
if
(!
_activated
)
return
;
print
(
"Fire_Attack"
);
nextFire
=
Time
.
time
+
cooldown
;
StartCoroutine
(
fire
());
_activated
=
false
;
//if (Input.GetButtonDown("Fire1") && Time.time > nextFire && !controller.Grounded)
//{
// nextFire = Time.time + Cooldown;
// StartCoroutine(fire());
//}
}
IEnumerator
fire
()
...
...
Assets/_Game/Scripts/Player/PlayerAttacks/Earth/PlayerEarthProjectile.cs
deleted
100644 → 0
View file @
1769b1c1
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
PlayerEarthProjectile
:
MonoBehaviour
{
// Start is called before the first frame update
void
Start
()
{
}
// Update is called once per frame
void
Update
()
{
}
}
Assets/_Game/Scripts/Player/PlayerAttacks/Player_FireAttack.cs
View file @
c9db1811
...
...
@@ -5,7 +5,7 @@ using System.Collections;
public
class
Player_FireAttack
:
MonoBehaviour
{
private
float
nextFire
;
public
float
C
ooldown
;
public
float
c
ooldown
;
public
int
volleySize
;
public
float
launchPower
;
public
float
attackSpeed
;
...
...
@@ -14,23 +14,45 @@ public class Player_FireAttack : MonoBehaviour
public
GameObject
fireBall
;
private
Rigidbody2D
body
;
private
bool
_ready
;
private
bool
_activated
;
private
void
Start
()
{
nextFire
=
0
;
_ready
=
true
;
_activated
=
false
;
}
private
void
Update
()
{
if
(
Input
.
GetButtonDown
(
"Fire1"
)
&&
Time
.
time
>
nextFire
)
{
nextFire
=
Time
.
time
+
Cooldown
;
_ready
=
Time
.
time
>
nextFire
;
StartCoroutine
(
fire
());
}
if
(!
_activated
)
return
;
print
(
"Fire_Attack"
);
nextFire
=
Time
.
time
+
cooldown
;
StartCoroutine
(
fire
());
_activated
=
false
;
//if (Input.GetButtonDown("Fire1") && Time.time > nextFire)
//{
// nextFire = Time.time + Cooldown;
// StartCoroutine(fire());
//}
}
public
bool
Attack
()
{
if
(
_ready
)
{
_activated
=
true
;
}
return
_ready
;
}
IEnumerator
fire
()
{
...
...
Assets/_Game/Scripts/Player/PlayerAttacks/Water/PlayerWaterAttack.cs
View file @
c9db1811
using
System.Collections
;
using
System.Collections
;
using
UnityEngine
;
namespace
_Game.Scripts.Player.PlayerAttacks.Water
...
...
@@ -36,6 +36,8 @@ namespace _Game.Scripts.Player.PlayerAttacks.Water
_nextFire
=
Time
.
time
+
cooldown
;
StartCoroutine
(
Fire
());
_activated
=
false
;
}
public
bool
Attack
()
...
...
@@ -64,8 +66,6 @@ namespace _Game.Scripts.Player.PlayerAttacks.Water
projectile
.
GetComponent
<
Rigidbody2D
>().
velocity
=
direction
*
launchPower
;
yield
return
new
WaitForSeconds
(
attackSpeed
);
}
_activated
=
false
;
}
}
}
Assets/_Game/Scripts/Player/PlayerInteract.cs
View file @
c9db1811
using
System
;
using
System
;
using
UnityEngine
;
using
_Game.Scripts.Elements
;
using
_Game.Scripts.Player.PlayerAttacks.Air
;
...
...
@@ -38,6 +38,13 @@ namespace _Game.Scripts.Player
_waterAttack
=
this
.
gameObject
.
GetComponent
<
PlayerWaterAttack
>();
_controller
=
this
.
gameObject
.
GetComponent
<
MovementController
>();
state
.
UpdateElement
(
InfusedElement
.
None
);
_airAttack
.
enabled
=
false
;
_earthAttack
.
enabled
=
false
;
_fireAttack
.
enabled
=
false
;
_waterAttack
.
enabled
=
false
;
_controller
.
SetMovementParameters
(
state
.
GetCurrentMovementState
());
}
private
void
Update
()
...
...
@@ -46,27 +53,27 @@ namespace _Game.Scripts.Player
{
switch
(
state
.
GetCurrentElement
())
{
case
InfusedElement
.
Air
:
//
case InfusedElement.Air:
// if(_waterAttack.Attack())
// {
// state.ChangeCharges(-1);
// onChargeChange.Raise();
// }
break
;
//
break;
case
InfusedElement
.
Earth
:
// if(_water
Attack.Attack())
//
{
//
state.ChangeCharges(-1);
//
onChargeChange.Raise();
//
}
if
(
_earth
Attack
.
Attack
())
{
state
.
ChangeCharges
(-
1
);
onChargeChange
.
Raise
();
}
break
;
case
InfusedElement
.
Fire
:
// if(_water
Attack.Attack())
//
{
//
state.ChangeCharges(-1);
//
onChargeChange.Raise();
//
}
//
break;
if
(
_fire
Attack
.
Attack
())
{
state
.
ChangeCharges
(-
1
);