using UnityEngine;
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using System.Collections;
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public class player2_controls : MonoBehaviour {
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public Animator animator;
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void Start () {
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}
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public float speed;
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public Vector2 jumpVector;
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public int health = 0;
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private int displayedHealth = 0;
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private bool updateHealth = false;
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public GameObject bullet;
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public GameObject heart;
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bool canJump = true;
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void Update() {
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Vector2 velo = rigidbody2D.velocity;
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velo.x = Input.GetAxis ("Horizontal_P2") * speed;
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rigidbody2D.velocity = velo;
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animator.SetFloat("Velocity",velo.magnitude);
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animator.SetBool ("Fall", !canJump);
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applyPlayerDirection (Input.GetAxisRaw ("Horizontal_P2"));
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if (displayedHealth != health) {
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updateHealth = true;
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}
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if (updateHealth)
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displayHealth (health);
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if (Input.GetKey (KeyCode.W)){
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if (canJump == true){
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rigidbody2D.velocity = jumpVector;
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canJump = false;
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}
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}
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//if (Input.GetKey (KeyCode.Space)){
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//shoot
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//GameObject bulletGO = Instantiate (bullet) as GameObject;
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//bulletGO.transform.posplayteition = transform.position;
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//}
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}
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private void displayHealth(int health){
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GameObject[] hearts = GameObject.FindGameObjectsWithTag("heartUI");
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foreach (GameObject desHeart in hearts)
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GameObject.Destroy (desHeart);
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for (int i=1; i<= health; i++) {
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GameObject heartCanister = Instantiate (heart) as GameObject;
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Vector3 heartPos = new Vector3 ((i * 0.033f), 0.95f, 0);
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heartCanister.transform.position = heartPos;
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}
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displayedHealth = health;
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updateHealth = false;
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}
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//Changes direction of sprite according to key pressed
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private void applyPlayerDirection(float moveHorizontal)
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{
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if (moveHorizontal != 0)
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{
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Vector3 scale = transform.localScale;
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scale.x = moveHorizontal * Mathf.Abs(scale.x);
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transform.localScale = scale;
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}
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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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if(transform.position.y>col.transform.position.y){
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col.gameObject.GetComponent<PlayerControler>().health --;
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//health --;
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rigidbody2D.velocity = jumpVector;
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canJump = false;
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}
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}
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}
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}
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