b8ab71969a
Finished lockpicking. tied it to the Attributes system. when you pick a lock you gain dexterity, the higher your dexterity, the easier it is to pick locks.
115 lines
2.9 KiB
C#
115 lines
2.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class SFB_HumanDemoModel : MonoBehaviour {
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public GameObject daggerBody;
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public GameObject daggerLeftHand;
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public GameObject daggerRightHand;
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public GameObject particleGeneric1;
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public GameObject positionGeneric1;
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public GameObject[] particlesGeneric2;
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public GameObject[] lightsGeneric2;
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public GameObject[] particlesGeneric3;
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public GameObject[] lightsGeneric3;
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public GameObject particleBarbarian1;
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public GameObject positionBarbarian1;
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public void TakeDaggerOut(string hand){
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daggerBody.SetActive (false);
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if (hand == "Left") {
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daggerLeftHand.SetActive(true);
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daggerRightHand.SetActive(false);
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} else if (hand == "Right") {
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daggerLeftHand.SetActive(false);
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daggerRightHand.SetActive(true);
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}
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}
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public void PutBackDagger(string hand){
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daggerBody.SetActive(true);
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daggerRightHand.SetActive(false);
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daggerLeftHand.SetActive(false);
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}
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public void StartCastGeneric1(){
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InvokeRepeating("CastGeneric1", 0.0f, 1.5f);
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}
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public void StopCastGeneric1(){
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CancelInvoke("CastGeneric1");
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}
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public void CastGeneric1(){
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GameObject newSpell = Instantiate(particleGeneric1, positionGeneric1.transform.position, Quaternion.identity);
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newSpell.transform.eulerAngles = new Vector3(0, transform.eulerAngles.y, 0);
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Destroy(newSpell, 5.0f);
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}
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public void StartCastGeneric2(){
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for (int l = 0; l < lightsGeneric2.Length; l++){
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lightsGeneric2[l].SetActive(true);
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}
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for (int p = 0; p < particlesGeneric2.Length; p++){
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particlesGeneric2[p].GetComponent<ParticleSystem>().Play();
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}
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}
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public void StopCastGeneric2(){
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for (int l = 0; l < lightsGeneric2.Length; l++){
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lightsGeneric2[l].SetActive(false);
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}
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for (int p = 0; p < particlesGeneric2.Length; p++){
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particlesGeneric2[p].GetComponent<ParticleSystem>().Stop();
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}
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}
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public void StartCastGeneric3(){
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for (int l = 0; l < lightsGeneric3.Length; l++){
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lightsGeneric3[l].SetActive(true);
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}
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for (int p = 0; p < particlesGeneric3.Length; p++){
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particlesGeneric3[p].GetComponent<ParticleSystem>().Play();
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}
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}
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public void StopCastGeneric3(){
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for (int l = 0; l < lightsGeneric3.Length; l++){
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lightsGeneric3[l].SetActive(false);
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}
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for (int p = 0; p < particlesGeneric3.Length; p++){
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particlesGeneric3[p].GetComponent<ParticleSystem>().Stop();
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}
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}
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public void StartCastBarbarian1(){
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InvokeRepeating("CastBarbarian1", 0.0f, 1.2f);
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}
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public void StopCastBarbarian1(){
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CancelInvoke("CastBarbarian1");
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}
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public void CastBarbarian1(){
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//GameObject newSpell = Instantiate(particleBarbarian1, positionBarbarian1.transform.position, positionBarbarian1.transform.rotation);
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//Destroy(newSpell, 5.0f);
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GameObject newSpell = Instantiate(particleBarbarian1, positionBarbarian1.transform.position, Quaternion.identity);
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newSpell.transform.eulerAngles = new Vector3(0, transform.eulerAngles.y, 0);
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Destroy (newSpell, 7.0f);
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}
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}
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