Added pickaxe animation

This commit is contained in:
Jakub Sztuba 2022-06-21 03:57:04 +02:00
parent cf6207185e
commit 5b23681f05
16 changed files with 1431 additions and 411 deletions

View File

@ -2,8 +2,10 @@
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@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using GUI_Scripts;
using UnityEngine;
public class ChestController : BaseWarehouseController
@ -39,9 +40,10 @@ public class ChestController : BaseWarehouseController
if (Input.GetKeyDown(KeyCode.I))
{
InventoryManager.Instance.OpenPanel();
EquipmentManager.Instance.OpenPanel();
}
}
}
void OnTriggerExit2D(Collider2D collision)

View File

@ -18,8 +18,11 @@ public class Player : MonoBehaviour
public FloatValue maxHealth;
public float currentHealth;
public HealthBar healthBar;
private bool attackSword;
private static bool attackSword;
private bool attackFist;
private static bool pickaxeInUse;
private static bool playerInCollider;
private float timerRegen = 0f;
private float timerTick = 0f;
@ -29,7 +32,17 @@ public class Player : MonoBehaviour
private bool startRegen = false;
private bool canWalk = true;
public static void putPlayerInCollider()
{
playerInCollider = true;
}
public static void takePlayerFromCollider()
{
playerInCollider = false;
}
void Start()
{
int continued = PlayerPrefs.GetInt("continued");
@ -85,107 +98,116 @@ public class Player : MonoBehaviour
{
myAnimator.SetTrigger("attackFist");
}
if (pickaxeInUse)
{
myAnimator.SetTrigger("pickaxe");
}
}
private void HandleInput()
{
if (Input.GetKeyDown(KeyCode.Space))
{
attackSword = true;
}
if (Input.GetKeyDown(KeyCode.LeftShift))
{
attackFist = true;
}
if (Input.GetKeyDown(KeyCode.Space))
{
attackSword = true;
}
if (Input.GetKeyDown(KeyCode.LeftShift))
{
attackFist = true;
}
if(Input.GetKeyDown(KeyCode.X))
{
pickaxeInUse = true;
}
}
private void ResetValues()
{
attackSword = false;
attackFist = false;
pickaxeInUse = false;
}
void Update()
{
//if (canWalk == true)
//{
inputHorizontal = Input.GetAxisRaw("Horizontal");
inputVertical = Input.GetAxisRaw("Vertical");
myAnimator.SetFloat("moveX", inputHorizontal * walkSpeed);
myAnimator.SetFloat("moveY", inputVertical * walkSpeed);
if (inputHorizontal != 0)
{
myAnimator.SetFloat("speed", walkSpeed);
}
else if (inputVertical != 0)
{
myAnimator.SetFloat("speed", walkSpeed);
}
else
{
myAnimator.SetFloat("speed", 0);
}
private void ResetValues()
if (inputHorizontal == 1 || inputHorizontal == -1 || inputVertical == 1 || inputVertical == -1)
{
attackSword = false;
attackFist = false;
myAnimator.SetFloat("lastMoveX", inputHorizontal);
myAnimator.SetFloat("lastMoveY", inputVertical);
}
void Update()
timerRegen += Time.deltaTime;
if(timerRegen >= waitRegen)
{
//if (canWalk == true)
//{
inputHorizontal = Input.GetAxisRaw("Horizontal");
inputVertical = Input.GetAxisRaw("Vertical");
myAnimator.SetFloat("moveX", inputHorizontal * walkSpeed);
myAnimator.SetFloat("moveY", inputVertical * walkSpeed);
if (inputHorizontal != 0)
{
myAnimator.SetFloat("speed", walkSpeed);
}
else if (inputVertical != 0)
{
myAnimator.SetFloat("speed", walkSpeed);
}
else
{
myAnimator.SetFloat("speed", 0);
}
if (inputHorizontal == 1 || inputHorizontal == -1 || inputVertical == 1 || inputVertical == -1)
{
myAnimator.SetFloat("lastMoveX", inputHorizontal);
myAnimator.SetFloat("lastMoveY", inputVertical);
}
timerRegen += Time.deltaTime;
if(timerRegen >= waitRegen)
{
startRegen = true;
}
if (startRegen == true)
{
timerTick += Time.deltaTime;
if(timerTick >= waitTick)
{
if(currentHealth < 10)
{
currentHealth = currentHealth + 1;
healthBar.SetHealth(currentHealth);
timerTick = 0f;
}
}
}
PlayerPrefs.SetFloat("health", currentHealth);
//}
HandleInput();
startRegen = true;
}
void FixedUpdate()
if (startRegen == true)
{
if(canWalk == true)
timerTick += Time.deltaTime;
if(timerTick >= waitTick)
{
if (inputHorizontal != 0 || inputVertical != 0)
if(currentHealth < 10)
{
if (inputHorizontal != 0 && inputVertical != 0)
{
inputHorizontal *= speedLimiter;
inputVertical *= speedLimiter;
}
rb.velocity = new Vector2(inputHorizontal * walkSpeed, inputVertical * walkSpeed);
}
else
{
rb.velocity = new Vector2(0f, 0f);
currentHealth = currentHealth + 1;
healthBar.SetHealth(currentHealth);
timerTick = 0f;
}
}
HandleAttacks();
ResetValues();
}
PlayerPrefs.SetFloat("health", currentHealth);
public void SaveCheckpoint()
//}
HandleInput();
}
void FixedUpdate()
{
if(canWalk == true)
{
if (inputHorizontal != 0 || inputVertical != 0)
{
PlayerPrefs.SetFloat("health-S", currentHealth);
if (inputHorizontal != 0 && inputVertical != 0)
{
inputHorizontal *= speedLimiter;
inputVertical *= speedLimiter;
}
rb.velocity = new Vector2(inputHorizontal * walkSpeed, inputVertical * walkSpeed);
}
else
{
rb.velocity = new Vector2(0f, 0f);
}
}
HandleAttacks();
ResetValues();
}
public void SaveCheckpoint()
{
PlayerPrefs.SetFloat("health-S", currentHealth);
}
}