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@ -19,7 +19,11 @@ public class playerController : MonoBehaviour { |
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public GUIText gameOverDisplay; |
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public GUIText gameOverDisplay; |
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public GameObject dashDisplay; |
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public GameObject dashDisplay; |
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public GameObject playerFrac; |
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public GameObject playerFrac; |
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public GameObject[] hearts; |
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//public GameObject heart2;
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//public GameObject heart3;
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public float runSpeed; //run speed
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public float runSpeed; //run speed
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public float jumpHeight; //jump height
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public float jumpHeight; //jump height
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public float health; //holds health
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public float health; //holds health
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@ -46,7 +50,7 @@ public class playerController : MonoBehaviour { |
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private float curDirection = -1; //direction player is pointing
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private float curDirection = -1; //direction player is pointing
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private bool canJump = true; // if player can jump
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private bool canJump = true; // if player can jump
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private bool canSpin = true; // if player can spin
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private bool canSpin = true; // if player can spin
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private List<GameObject> hearts = new List<GameObject> (); //list which holds health sprites;
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//private List<GameObject> hearts = new List<GameObject> (); //list which holds health sprites;
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private bool isSpinning = false; //checks if player is spin attacking
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private bool isSpinning = false; //checks if player is spin attacking
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private float lastHit; |
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private float lastHit; |
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private float lastAttack; |
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private float lastAttack; |
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@ -149,23 +153,15 @@ public class playerController : MonoBehaviour { |
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updateHealth = true; |
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updateHealth = true; |
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if (updateHealth){ |
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if (updateHealth){ |
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foreach (GameObject desHeart in hearts) //Destroy all heart sprites
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GameObject.Destroy (desHeart); |
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hearts.Clear(); //sets list to zero
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foreach (GameObject heart in hearts) //Destroy all heart sprites
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heart.SetActive(false); //sets list to zero
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for (int i=1; i<= health; i++) { //creates new heart sprite for each health
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GameObject heartCanister = Instantiate (heart) as GameObject; //creat heart sprite
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Vector3 heartPos = new Vector3 (); |
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//set position
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heartPos.x = (healthPos.x + i * 0.033f); |
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heartPos.y = healthPos.y; |
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for (int i=0; i< health; i++) { //creates new heart sprite for each health
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hearts[i].SetActive(true); |
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heartCanister.transform.position = heartPos; |
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hearts.Add(heartCanister); //adds heart to list
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if (heartBlack == true && heartColor == false){ |
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if (heartBlack == true && heartColor == false){ |
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heartCanister.guiTexture.color = Color.black; |
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//heartCanister.guiTexture.color = Color.black;
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//else (heartCanister.guiTexture.color = Color.red);
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//else (heartCanister.guiTexture.color = Color.red);
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} |
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} |
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