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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Player : MonoBehaviour
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{
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public List<GameObject> dummies;
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public Vegetable heldVeggie;
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public GameObject playerModel;
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protected Map map;
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private Animator playerAnim;
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private List<Animator> dummieAnims = new List<Animator>();
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public float scale = 0.1f;
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public void Start()
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{
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playerAnim = playerModel.GetComponent<Animator>();
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}
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protected virtual void Update()
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{
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UpdateDummies();
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}
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public void CreateDummies(Map map)
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{
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this.map = map;
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dummies.Add(Instantiate(playerModel, new Vector3(transform.position.x - map.TileSize * map.MapDimensions.x, transform.position.y, transform.position.z), transform.rotation, transform).gameObject);
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dummies.Add(Instantiate(playerModel, new Vector3(transform.position.x + map.TileSize * map.MapDimensions.x, transform.position.y, transform.position.z), transform.rotation, transform).gameObject);
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dummies.Add(Instantiate(playerModel, new Vector3(transform.position.x, transform.position.y, transform.position.z - map.TileSize * map.MapDimensions.y), transform.rotation, transform).gameObject);
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dummies.Add(Instantiate(playerModel, new Vector3(transform.position.x, transform.position.y, transform.position.z + map.TileSize * map.MapDimensions.y), transform.rotation, transform).gameObject);
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foreach (GameObject dummie in dummies)
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{
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Debug.Log(dummie.name);
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dummieAnims.Add(dummie.GetComponentInChildren<Animator>());
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foreach (Collider col in dummie.GetComponentsInChildren<Collider>())
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{
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col.enabled = false;
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}
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}
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}
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public void UpdateDummies()
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{
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dummies[0].transform.position = transform.position - (Vector3.right * (map.TileSize * map.MapDimensions.x * scale));
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dummies[1].transform.position = transform.position + (Vector3.right * (map.TileSize * map.MapDimensions.x * scale));
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dummies[2].transform.position = transform.position - (Vector3.forward * (map.TileSize * map.MapDimensions.y * scale));
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dummies[3].transform.position = transform.position + (Vector3.forward * (map.TileSize * map.MapDimensions.y * scale));
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int count = 0;
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foreach (GameObject dummie in dummies)
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{
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dummie.transform.rotation = playerModel.transform.rotation;
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Debug.Log(dummieAnims[count]);
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dummieAnims[count].SetFloat("WalkSpeed", playerAnim.GetFloat("WalkSpeed"));
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if (playerAnim.GetBool("PickUp"))
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dummieAnims[count].SetTrigger("PickUp");
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}
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}
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}
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