using UnityEngine;
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using System.Collections;
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using System.Collections.Generic; //input for lists
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using UnityEngine.UI;
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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 string DashAttackBtn;
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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 GameObject newCandy;
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public stickController stick; //controller for stick
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public GameObject scoreDisplay;
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public GUIText gameOverDisplay;
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public GameObject dashDisplay;
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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 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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public float invulTime;
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public float attackWait;
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public bool isHit;
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public float dashDistance;
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public float dashTime;
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public float dashWait;
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public float minY;
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public bool heartBlack = false;
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public bool heartColor = true;
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public bool dead = false;
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public float heartTimer = 0.0f;
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public int maxScore = 10;
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public bool debugHeartUpdate = false;
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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 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 bool isSpinning = false; //checks if player is spin attacking
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private float lastHit;
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private float lastAttack;
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public int score;
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private bool isDashing =false;
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private bool canDash = true;
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private float lastDash = 0.0f;
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private bool stopDash = false;
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public float deathTimer = 3.0f;
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public bool droppedCandy = false;
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private float volume = 1.0f;
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private bool exploded = false;
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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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damage ();
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//if (transform.position.y < minY)
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// health = 0;
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if (score >= maxScore) {
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gameOverDisplay.enabled = true;
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gameOverDisplay.text = ""+ gameObject.name + " Wins";
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Time.timeScale = 0;
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}
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dashDisplay.GetComponent<Scrollbar> ().size = (Time.time - lastDash) / dashWait;
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if (Input.GetKeyUp (KeyCode.F11)) {
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AudioListener.volume = 0.0F;
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}
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if (Input.GetKeyUp (KeyCode.F12)) {
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AudioListener.volume = 1.0F;
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}
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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 && canSpin && Time.time - lastAttack > attackWait){
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velocity.y = jumpHeight;
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lastAttack = Time.time;
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StartCoroutine (spinAttack (Vector3.down * 360, 0.2f));
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}
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}
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if (Input.GetAxisRaw (DashAttackBtn) == 1) {
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//Debug.Log ("dashbutton pressed");
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if(!isDashing && canDash && Time.time - lastDash > dashWait){
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lastDash = Time.time;
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StartCoroutine (dashAttack (dashDistance,dashTime));
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}
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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 || debugHeartUpdate) //check if health needs updating
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updateHealth = true;
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if (updateHealth){
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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=0; i< health; i++) { //creates new heart sprite for each health
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hearts[i].SetActive(true);
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if (heartBlack == true && heartColor == false){
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//heartCanister.guiTexture.color = Color.black;
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hearts[i].GetComponent<Image>().color = Color.black;
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}
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else hearts[i].GetComponent<Image>().color = Color.red;
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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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{
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if (health <= 0|| dead ==true) {
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dead = true;
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if (dead == true){
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heartColor = false;
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heartBlack = true;
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heartTimer += Time.deltaTime;
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if (heartTimer >=1.5f){
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health = 1;
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}
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if (heartTimer >=2.5f){
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health = 2;
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}
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if (!exploded){
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exploded = true;
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Vector3 fracRotation = transform.rotation.eulerAngles;
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fracRotation.y +=90;
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GameObject explosion = Instantiate (playerFrac, transform.position+(Vector3.up*-3), Quaternion.Euler(fracRotation)) as GameObject;
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}
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}
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if (deathTimer > 0) {
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deathTimer -= Time.deltaTime;
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if (!droppedCandy) {
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Instantiate (newCandy, transform.position + Vector3.up, transform.rotation);
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Debug.Log ("Exploded position: " + transform.position);
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droppedCandy = true;
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}
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transform.position = new Vector3 (10, -50, 0);
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if (deathTimer <= 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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rigidbody2D.velocity = Vector2.zero;
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deathTimer = deathTimer + 3.02f;
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heartTimer = heartTimer - 3.00f;
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droppedCandy = false;
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heartBlack = false;
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dead = false;
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heartColor = true;
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exploded = false;
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}
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}//end if
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/*else if (hearts <= 0) {
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dead = true;
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}*/
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}//end death
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}
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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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private void damage (){
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if (isHit) {
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gameObject.GetComponentInChildren<PolygonCollider2D> ().enabled = false;
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isHit = false;
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lastHit = Time.time;
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}
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if (lastHit+invulTime < Time.time)
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gameObject.GetComponentInChildren<PolygonCollider2D> ().enabled = true;
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}
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//spin
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IEnumerator spinAttack(Vector3 byAngles, float inTime) {
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isSpinning = true;
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canSpin = false;
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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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//dash
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IEnumerator dashAttack (float dashDistance,float dashTime) {
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float endPosition;
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int dashDirection;
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isDashing = true;
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canDash = false;
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stick.isAttacking = true;
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Debug.Log ("" + gameObject.name + "Dashing");
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rigidbody2D.gravityScale = 0;
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Vector3 startPosition = transform.position;
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//Debug.Log ("rotation Y: " + transform.eulerAngles.y);
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if (transform.eulerAngles.y >= 150)
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dashDirection = -1;
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else
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dashDirection = 1;
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endPosition = startPosition.x + (dashDirection * dashDistance);
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//Debug.Log ("Dash start: " + startPosition.x);
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//Debug.Log ("Dash Direction: " + (dashDirection ));
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//Debug.Log ("Dash end: " + endPosition);
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for (float i = 0; i < 1; i += Time.deltaTime/dashTime) {
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transform.position = new Vector3(dashDirection * Mathf.Lerp((dashDirection)*startPosition.x, (dashDirection)* endPosition, i), startPosition.y, startPosition.z);
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if ((transform.position.x < -30.5f && dashDirection == -1) || (transform.position.x > 26.5 && dashDirection == 1))
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stopDash = true;
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if (stopDash)
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break;
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yield return null;
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}
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stopDash = false;
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isDashing = false;
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canDash = true;
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stick.isAttacking = false;
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//Debug.Log ("" + gameObject.name + " finished Dashing");
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rigidbody2D.gravityScale = 4;
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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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canSpin = true;
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}
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else if (col.collider.tag == "Player") {
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canJump = true;
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canSpin = true;
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}
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if (col.collider.tag == "wall") {
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stopDash = true;
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}
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if (col.collider.tag == "failBox") {
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health = 0;
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}
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}
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void OnTriggerEnter2D(Collider2D trig)
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{
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Debug.Log (trig.gameObject.tag);
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if (trig.gameObject.tag == "candy")
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{
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Destroy (trig.gameObject, 0.0f);
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score++;
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scoreDisplay.GetComponent<Text>().text = "score: " + score.ToString ();
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}
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}
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}
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