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using UnityEngine; | |||||
using System.Collections; | |||||
public class P1weapon : MonoBehaviour { | |||||
public float pushMagnitude = 500; | |||||
void Start () { | |||||
renderer.enabled = false; | |||||
} | |||||
void Update (){ | |||||
if (Input.GetKeyDown (KeyCode.KeypadEnter)) { | |||||
// show | |||||
renderer.enabled = true; | |||||
collider2D.enabled = true; | |||||
} | |||||
if (Input.GetKeyUp (KeyCode.KeypadEnter)){ | |||||
renderer.enabled = false; | |||||
collider2D.enabled = false; | |||||
} | |||||
} | |||||
void OnCollisionEnter2D (Collision2D other){ | |||||
Vector2 ab = new Vector2 (0, 0); | |||||
//pushmagntiude | |||||
if (other.gameObject.name == "Cube2") { | |||||
//Get a and b | |||||
Vector2 a; | |||||
Vector2 b; | |||||
a = transform.position; | |||||
b = other.transform.position; | |||||
//Calculate AB-> | |||||
ab = b - a; | |||||
Debug.Log (ab); | |||||
//Modify to add height | |||||
ab = new Vector2 (ab.x,ab.y +0.8f); | |||||
Debug.Log (ab); | |||||
//Normalise AB | |||||
ab.Normalize(); | |||||
Debug.Log (ab); | |||||
//Multiple AB by push magnitude | |||||
ab = ab * pushMagnitude; | |||||
Debug.Log (ab); | |||||
//Push opponent by AB * magnitude | |||||
other.gameObject.rigidbody2D.AddForce (ab, ForceMode2D.Force); | |||||
other.gameObject.GetComponent<player2_controls>().Pushed(); | |||||
} | |||||
} | |||||
// Update is called once per frame | |||||
} |
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using UnityEngine; | |||||
using System.Collections; | |||||
public class P2_weapon : MonoBehaviour { | |||||
public float pushMagnitude = 500; | |||||
void Start () { | |||||
renderer.enabled = false; | |||||
} | |||||
void Update (){ | |||||
if (Input.GetKeyDown (KeyCode.Space)) { | |||||
// show | |||||
renderer.enabled = true; | |||||
collider2D.enabled = true; | |||||
} | |||||
if (Input.GetKeyUp (KeyCode.Space)){ | |||||
renderer.enabled = false; | |||||
collider2D.enabled = false; | |||||
} | |||||
} | |||||
void OnCollisionEnter2D (Collision2D col){ | |||||
Vector2 ab = new Vector2 (0, 0); | |||||
//pushmagntiude | |||||
if (col.gameObject.name == "Cube") { | |||||
//Get a and b | |||||
Vector2 a; | |||||
Vector2 b; | |||||
a = transform.position; | |||||
b = col.transform.position; | |||||
//Calculate AB-> | |||||
ab = b - a; | |||||
Debug.Log (ab); | |||||
//Modify to add height | |||||
ab = new Vector2 (ab.x,ab.y +0.8f); | |||||
Debug.Log (ab); | |||||
//Normalise AB | |||||
ab.Normalize(); | |||||
Debug.Log (ab); | |||||
//Multiple AB by push magnitude | |||||
ab = ab * pushMagnitude; | |||||
Debug.Log (ab); | |||||
//Push opponent by AB * magnitude | |||||
col.gameObject.rigidbody2D.AddForce (ab, ForceMode2D.Force); | |||||
col.gameObject.GetComponent<PlayerControler>().Pushed(); | |||||
} | |||||
} | |||||
// Update is called once per frame | |||||
} |
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using UnityEngine; | |||||
using System.Collections; | |||||
public class PlayerControler : MonoBehaviour { | |||||
void Start () { | |||||
} | |||||
bool pushed = false; | |||||
public float speed; | |||||
public Vector2 jumpVector; | |||||
public GameObject bullet; | |||||
bool canJump = true; | |||||
bool facingLeft = true; | |||||
float currentSpeed; | |||||
float pushtime; | |||||
void Update() { | |||||
if (!pushed) { | |||||
Vector2 velo = rigidbody2D.velocity; | |||||
velo.x = (Input.GetAxis ("Horizontal_P1") * speed); | |||||
rigidbody2D.velocity = velo; | |||||
} else { | |||||
Vector2 velo = rigidbody2D.velocity; | |||||
if (velo.x < 0.4f && Time.time > pushtime) | |||||
pushed = false; | |||||
} | |||||
if (Input.GetKey (KeyCode.UpArrow)){ | |||||
if (canJump == true){ | |||||
rigidbody2D.velocity = jumpVector; | |||||
canJump = false; | |||||
} | |||||
} | |||||
if (Input.GetKeyDown ("RightArrow") && facingLeft) { | |||||
transform.Rotate (Vector3.up * 180); | |||||
facingLeft = false; | |||||
} | |||||
if (Input.GetKeyDown ("LeftArrow") && !facingLeft) { | |||||
transform.Rotate (Vector3.up * 180); | |||||
facingLeft = true; | |||||
} | |||||
transform.eulerAngles = new Vector3 (transform.eulerAngles.x, transform.eulerAngles.y,0); | |||||
} | |||||
void OnCollisionEnter2D(Collision2D col){ | |||||
if (col.collider.tag == "ground") | |||||
canJump = true; | |||||
else if(col.collider.tag == "Player") | |||||
canJump = true; | |||||
} | |||||
public void Pushed(){ | |||||
pushed = true; | |||||
pushtime = Time.time + 0.5f; | |||||
} | |||||
} |
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using UnityEngine; | |||||
using System.Collections; | |||||
public class bulletScript : MonoBehaviour { | |||||
// Use this for initialization | |||||
void Start () { | |||||
} | |||||
// Update is called once per frame | |||||
void Update () { | |||||
} | |||||
} |
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using UnityEngine; | |||||
using System.Collections; | |||||
public class camera_controls : MonoBehaviour { | |||||
public Transform target; | |||||
// Update is called once per frame | |||||
void Update () { | |||||
transform.LookAt (target); | |||||
} | |||||
} |
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using UnityEngine; | |||||
using System.Collections; | |||||
public class player2_controls : MonoBehaviour { | |||||
void Start () { | |||||
} | |||||
bool pushed = false; | |||||
public float speed; | |||||
public Vector2 jumpVector; | |||||
public GameObject bullet; | |||||
bool canJump = true; | |||||
bool facingRight = true; | |||||
float currentSpeed; | |||||
float pushtime; | |||||
void Update() { | |||||
if (!pushed) { | |||||
Vector2 velo = rigidbody2D.velocity; | |||||
velo.x = (Input.GetAxis ("Horizontal_P2") * speed); | |||||
rigidbody2D.velocity = velo; | |||||
} else { | |||||
Vector2 velo = rigidbody2D.velocity; | |||||
if (velo.x < 0.4f && Time.time > pushtime) | |||||
pushed = false; | |||||
} | |||||
if (Input.GetKey (KeyCode.W)){ | |||||
if (canJump == true){ | |||||
rigidbody2D.velocity = jumpVector; | |||||
canJump = false; | |||||
} | |||||
} | |||||
if (Input.GetKeyDown ("a") && facingRight) { | |||||
transform.Rotate (Vector3.up * 180); | |||||
facingRight = false; | |||||
} | |||||
if (Input.GetKeyDown ("d") && !facingRight) { | |||||
transform.Rotate (Vector3.up * 180); | |||||
facingRight = true; | |||||
} | |||||
transform.eulerAngles = new Vector3 (transform.eulerAngles.x, transform.eulerAngles.y,0); | |||||
} | |||||
void OnCollisionEnter2D(Collision2D col){ | |||||
if (col.collider.tag == "ground") | |||||
canJump = true; | |||||
else if(col.collider.tag == "Player") | |||||
canJump = true; | |||||
} | |||||
public void Pushed(){ | |||||
pushed = true; | |||||
pushtime = Time.time + 0.5f; | |||||
} | |||||
} |
@ -0,0 +1,8 @@ | |||||
fileFormatVersion: 2 | |||||
guid: e1ccee01ee999524e8c0e99f0e5ac3d8 | |||||
MonoImporter: | |||||
serializedVersion: 2 | |||||
defaultReferences: [] | |||||
executionOrder: 0 | |||||
icon: {instanceID: 0} | |||||
userData: |
@ -0,0 +1,16 @@ | |||||
using UnityEngine; | |||||
using System.Collections; | |||||
public class sc : MonoBehaviour { | |||||
Quaternion rotation; | |||||
// Use this for initialization | |||||
void Awake () { | |||||
rotation = transform.rotation; | |||||
} | |||||
// Update is called once per frame | |||||
void LateUpdate () { | |||||
transform.rotation = rotation; | |||||
} | |||||
} |
@ -0,0 +1,8 @@ | |||||
fileFormatVersion: 2 | |||||
guid: 8664bb421145d654e8a7367a64b7ca5e | |||||
MonoImporter: | |||||
serializedVersion: 2 | |||||
defaultReferences: [] | |||||
executionOrder: 0 | |||||
icon: {instanceID: 0} | |||||
userData: |