Added attack button that has the party running their attack animations in order set by user when clicked

This commit is contained in:
Gregory Campbell
2020-03-28 20:19:03 -04:00
parent 1e4c495090
commit 1079d0b295
7 changed files with 403 additions and 10 deletions
+39 -2
View File
@@ -50,7 +50,9 @@ public class GMScript : MonoBehaviour
if(hit.collider.gameObject.tag == "Attack")
{
StartCoroutine(AttackParty());
}
}
@@ -134,7 +136,7 @@ public class GMScript : MonoBehaviour
{
//DISPLAYS ORDER ABOVE IF NUMBER IS PRESENT (1-4)
//ADD OUTPUT FOR DEBUGGIN IF NECESSARY
//ADD OUTPUT FOR DEBUGGING IF NECESSARY
if(OrderNumbers[i] == j)
{
@@ -148,4 +150,39 @@ public class GMScript : MonoBehaviour
}
IEnumerator AttackParty()
{
// RUNS ATTACK ANIMATION BASED ON PARTY ORDER
for(int i = 0; i < partySize; i++)
{
if(OrderNumbers[i] != 0)
{
PartyMembers[OrderNumbers[i]-1].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite = null;
Animator attack = PartyMembers[OrderNumbers[i]-1].transform.GetComponent<Animator>();
attack.SetTrigger("AttackTrigger");
yield return new WaitForSeconds(
attack.GetCurrentAnimatorStateInfo(0).length
+attack.GetCurrentAnimatorStateInfo(0).normalizedTime);
}
// CLEAN UP IN CASE ANYTHING IS MISSED
OrderNumbers[i] = 0;
PartyMemberOrder[i] = null;
}
// CLEAN UP IN CASE ANYTHING IS MISSED
for(int i = 0; i < partySize; i++)
{
PartyMembers[i].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite = null;
}
}
}