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using UnityEngine; |
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using System.Collections; |
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using System.Collections.Generic; //input for lists
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public class playerController : MonoBehaviour { |
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public string HorizontalBtn; //holds string for horizontal input
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public string VerticalBtn; //holds string for Vertical input
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public string StrongAttackBtn; |
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public Animator animator; //Holds animator for Pinata
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public GameObject heart; //Health sprites
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public GameObject newConfetti; //confetti when hit
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public stickController stick; //controller for stick
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public float runSpeed; //run speed
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public float jumpHeight; //jump height
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public float health; //holds health
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public int confettiOnHit; //amount of confetti created on hit
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public Vector2 healthPos; |
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private float displayedHealth = 3; //currently displayed health
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private bool updateHealth = true; //if the health bar needs updating
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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 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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void Start(){ |
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if (transform.rotation.y == 180) |
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curDirection = -1; |
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else |
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curDirection = 1; |
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} |
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// Update is called once per frame
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void Update () { |
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displayHealth (); |
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death (); |
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applyPlayerDirection (Input.GetAxisRaw (HorizontalBtn)); |
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} |
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void FixedUpdate() { |
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/* |
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* Movement inputs |
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*/ |
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Vector2 velocity = rigidbody2D.velocity; |
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velocity.x = Input.GetAxis (HorizontalBtn) * runSpeed; //Horizontal input
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if ((Input.GetAxisRaw (VerticalBtn) == 1) && (canJump)) //Vertical input
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{ |
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velocity.y = jumpHeight; |
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canJump = false; |
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}//end if
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if (Input.GetAxisRaw (StrongAttackBtn)==1) { |
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if (!isSpinning) |
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StartCoroutine (spinAttack (Vector3.down * 360, 0.2f)); |
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} |
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rigidbody2D.velocity = velocity; //apply inputs
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animator.SetFloat("Velocity",velocity.magnitude);//inputs for animator
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animator.SetBool ("Fall", !canJump); |
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}//end fixed update
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private void displayHealth(){ |
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if (displayedHealth != health) //check if health needs updating
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updateHealth = true; |
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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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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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if (healthPos.x == 1) |
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heartPos.x = (i * 0.033f); |
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else |
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heartPos.x = 1-(i * 0.033f); |
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if (healthPos.y == 1) |
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heartPos.y = 0.95f; |
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else |
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heartPos.y = 0.05f; |
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heartCanister.transform.position = heartPos; |
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hearts.Add(heartCanister); //adds heart to list
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}//end for
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displayedHealth = health; |
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updateHealth = false; |
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}//end if
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}//end displayHealth
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//respawns player if they die
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private void death(){ |
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if (health <= 0) { |
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Vector3 spawnPos = new Vector3 (Random.Range (-20.0f, 20.0f), 15.0f, 0); //picks random position
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health = 3; //resets life
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transform.position = spawnPos; //changes position
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}//end if
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}//end death
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private void applyPlayerDirection(float moveHorizontal) |
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{ |
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if ((curDirection != moveHorizontal) && (moveHorizontal != 0) && !isSpinning) //if player movement direction vs displayed direction
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{ |
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transform.Rotate(0,180,0); //rotates player
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curDirection = moveHorizontal; //updates direction
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} |
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} |
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IEnumerator spinAttack(Vector3 byAngles, float inTime) { |
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isSpinning = true; |
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stick.isAttacking = true; |
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Debug.Log ("" + gameObject.name + "spinning"); |
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Quaternion startAngle = transform.rotation; |
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Quaternion endAngle = Quaternion.Euler(transform.eulerAngles + byAngles); |
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float direction = transform.eulerAngles.y; |
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for(float i = 0; i < 1; i += Time.deltaTime/inTime) { |
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transform.rotation = Quaternion.Euler(0,direction,Mathf.Lerp(0,360,i)); |
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yield return null; |
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} |
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transform.eulerAngles = new Vector3 (0,direction,0); |
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Debug.Log ("" + gameObject.name + "End spin"); |
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isSpinning = false; |
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stick.isAttacking = false; |
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} |
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void OnCollisionEnter2D(Collision2D col){ |
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if (col.collider.tag == "ground") |
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canJump = true; |
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else if (col.collider.tag == "Player") { |
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canJump = true; |
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} |
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} |
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} |