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