using System.Collections; using System.Collections.Generic; 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(); } private void setup() { controlType = new KeyBoardControl(); animatorController = GetComponent<Animator>(); OpponentController.handChange += updateOpponentHand; } 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() { GetComponentInParent<StepBackScript>().enabled = GetComponentInParent<StepBackScript>().enabled == true? false : true; GetComponentInParent<CrossOverScript>().enabled = GetComponentInParent<CrossOverScript>().enabled == true? false : true; GetComponentInParent<BehindBackScript>().enabled = GetComponentInParent<BehindBackScript>().enabled == true? false : true; GetComponentInParent<RoubarBolaScript>().enabled = GetComponentInParent<RoubarBolaScript>().enabled == true? false : true; FindObjectOfType<ForceBarController>().enabled = FindObjectOfType<ForceBarController>().enabled == true? false : true; if (myTurn) { animatorController.SetTrigger("AtkTurn"); myTurn = false; } else { animatorController.SetTrigger("DefTurn"); myTurn = true; } //do something } private void updateOpponentHand(int currentHand) { opponentHand = currentHand; } }