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using System.Collections;
using UnityEngine;
public class PlayerController : Controller
// Use this for initialization
void Start()
{
inputs = new Inputs ();
//fazer dinamico
setup();
canMove = true;
canSkill = true;
myTurn = true;
currentHand = 1;
changeTurn();
currentStamina = maxStamina;
foreach (Skills s in GetComponents<Skills>())
{
s.skillCost += updateStamina;
}
}
private void setup()
{
controlType = new KeyBoardControl ();
animatorController = GetComponent<Animator>();
}
private void updateStamina(float cost)
{
currentStamina -= cost;
if (staminaUse != null)
{
staminaUse(currentStamina);
}
}
private void Update()
{
inputs.behindBack = Input.GetAxisRaw(controlType.getBehindBackInput());
inputs.crossOver = Input.GetAxisRaw(controlType.getCrossOverInput());
inputs.stepBack = Input.GetAxisRaw(controlType.getStepBackInput());
inputs.horizontalMovement = Input.GetAxisRaw(controlType.getHorizontalInput());
inputs.verticalMovement = Input.GetAxisRaw(controlType.getVerticalInput());
inputs.steal = Input.GetAxisRaw(controlType.getStealInput());
inputs.block = Input.GetAxisRaw(controlType.getBlockInput());
}
public override void changeTurn()
{
if (myTurn)
{
foreach (AtkSkills script in GetComponents<AtkSkills>())
{
script.enabled = true;
}
GetComponent<MovementScript>().enabled = true;
GetComponent<BlockScript>().enabled = false;
GetComponentInChildren<ForceBarController>().enabled = true;
disableBallCollider();
animatorController.SetTrigger("AtkTurn");
myTurn = false;
} else
{
foreach (DefSkills script in GetComponents<DefSkills>())
{
script.enabled = true;
}
GetComponent<MovementScript>().enabled = true;
enableBallCollider();
animatorController.SetTrigger("DefTurn");
myTurn = true;
public virtual void OnDisable()
{
StopAllCoroutines();
disableSkills();
ForceBarController fbc = FindObjectOfType<ForceBarController>();
if (fbc != null)
{
fbc.enabled = false;
}
animatorController.SetTrigger("Idle");
}
public void moveToPosition(Transform atkPosition, Transform defPosition)
{
if (myTurn)
{
GetComponent<MovementScript>().moveToPosition(atkPosition);
} else
{
GetComponent<MovementScript>().moveToPosition(defPosition);
}
}