using UnityEngine;
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using System.Collections;
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[RequireComponent(typeof(Rigidbody2D))]
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public class PlayerController : InteractableObject {
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public GameObject bullet;
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public float speed;
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public int health;
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public Renderer healthMat;
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public Color[] healthColor;
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public GameObject Explosion;
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public ParticleSystem boostEffect;
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private int bulletDirection = -1;
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private Rigidbody2D rigid;
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private float lastHit = 0.0f;
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private bool isDead = false;
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// Use this for initialization
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void Start() {
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rigid = GetComponent<Rigidbody2D>();
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rigid.AddForce(Vector2.right * 200);
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}
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// Update is called once per frame
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void Update() {
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}
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public void rotatePlayer() {
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if (isDead)
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return;
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rigid.velocity = Vector3.zero;
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transform.Rotate(new Vector3(0, 0, 5f));
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}
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public void movePlayer() {
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if (isDead)
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return;
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//Debug.Log(transform.rotation.eulerAngles.z * Mathf.Deg2Rad);
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boostEffect.startRotation = -transform.rotation.eulerAngles.z * Mathf.Deg2Rad;
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boostEffect.Play();
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rigid.AddForce(transform.right * speed,ForceMode2D.Impulse);
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}
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GameObject findClosestTarget() {
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GameObject[] targets = GameObject.FindGameObjectsWithTag("Enemy");
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GameObject tMin = null;
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float minDist = Mathf.Infinity;
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Vector3 currentPos = transform.position;
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foreach (GameObject t in targets) {
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float dist = Vector3.Distance(t.transform.position, currentPos);
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if (dist < minDist) {
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tMin = t;
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minDist = dist;
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}
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}
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return tMin;
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}
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public void shoot() {
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if (isDead)
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return;
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GameObject bulletClone = (GameObject)Instantiate(bullet, transform.position + (transform.up * bulletDirection * 0.1f), transform.rotation);
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MissileController bulletScript = bulletClone.GetComponent<MissileController>();
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bulletScript.startVelocity = transform.up * bulletDirection;
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bulletDirection = -bulletDirection;
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bulletScript.ignoreList = GetComponents<Collider2D>();
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bulletScript.target = findClosestTarget();
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bulletScript.enabled = true;
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}
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private void setDead() {
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rigid.angularDrag = 0;
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rigid.drag = 1;
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rigid.constraints = RigidbodyConstraints2D.None;
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}
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public override void shot() {
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if (Time.time - lastHit < 1) {
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return;
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}
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health--;
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if (isDead) {
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if (Explosion != null)
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Instantiate(Explosion, transform.position, transform.rotation);
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Destroy(this.gameObject, 0.1f);
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}
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if (health <= 0) {
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isDead = true;
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setDead();
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health = 0;
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}
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healthMat.material.color = healthColor[3-health];
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lastHit = Time.time;
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}
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}
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