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

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using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using GUI_Scripts;
using UnityEngine; using UnityEngine;
public class ChestController : BaseWarehouseController public class ChestController : BaseWarehouseController
@ -39,6 +40,7 @@ public class ChestController : BaseWarehouseController
if (Input.GetKeyDown(KeyCode.I)) if (Input.GetKeyDown(KeyCode.I))
{ {
InventoryManager.Instance.OpenPanel(); InventoryManager.Instance.OpenPanel();
EquipmentManager.Instance.OpenPanel();
} }
} }

View File

@ -18,8 +18,11 @@ public class Player : MonoBehaviour
public FloatValue maxHealth; public FloatValue maxHealth;
public float currentHealth; public float currentHealth;
public HealthBar healthBar; public HealthBar healthBar;
private bool attackSword; private static bool attackSword;
private bool attackFist; private bool attackFist;
private static bool pickaxeInUse;
private static bool playerInCollider;
private float timerRegen = 0f; private float timerRegen = 0f;
private float timerTick = 0f; private float timerTick = 0f;
@ -30,6 +33,16 @@ public class Player : MonoBehaviour
private bool canWalk = true; private bool canWalk = true;
public static void putPlayerInCollider()
{
playerInCollider = true;
}
public static void takePlayerFromCollider()
{
playerInCollider = false;
}
void Start() void Start()
{ {
int continued = PlayerPrefs.GetInt("continued"); int continued = PlayerPrefs.GetInt("continued");
@ -85,107 +98,116 @@ public class Player : MonoBehaviour
{ {
myAnimator.SetTrigger("attackFist"); myAnimator.SetTrigger("attackFist");
} }
if (pickaxeInUse)
{
myAnimator.SetTrigger("pickaxe");
}
} }
private void HandleInput() private void HandleInput()
{ {
if (Input.GetKeyDown(KeyCode.Space)) 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);
}
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)
{ {
attackSword = true; if(currentHealth < 10)
} {
if (Input.GetKeyDown(KeyCode.LeftShift)) currentHealth = currentHealth + 1;
{ healthBar.SetHealth(currentHealth);
attackFist = true; timerTick = 0f;
}
} }
} }
PlayerPrefs.SetFloat("health", currentHealth);
private void ResetValues() //}
HandleInput();
}
void FixedUpdate()
{
if(canWalk == true)
{
if (inputHorizontal != 0 || inputVertical != 0)
{ {
attackSword = false; if (inputHorizontal != 0 && inputVertical != 0)
attackFist = 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);
}
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();
}
void FixedUpdate()
{
if(canWalk == true)
{ {
if (inputHorizontal != 0 || inputVertical != 0) inputHorizontal *= speedLimiter;
{ inputVertical *= speedLimiter;
if (inputHorizontal != 0 && inputVertical != 0)
{
inputHorizontal *= speedLimiter;
inputVertical *= speedLimiter;
}
rb.velocity = new Vector2(inputHorizontal * walkSpeed, inputVertical * walkSpeed);
}
else
{
rb.velocity = new Vector2(0f, 0f);
}
} }
rb.velocity = new Vector2(inputHorizontal * walkSpeed, inputVertical * walkSpeed);
HandleAttacks();
ResetValues();
} }
else
public void SaveCheckpoint()
{ {
PlayerPrefs.SetFloat("health-S", currentHealth); rb.velocity = new Vector2(0f, 0f);
} }
}
HandleAttacks();
ResetValues();
}
public void SaveCheckpoint()
{
PlayerPrefs.SetFloat("health-S", currentHealth);
}
} }