Added pickaxe animation
This commit is contained in:
parent
cf6207185e
commit
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86
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86
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86
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86
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|
width: 14
|
||||||
height: 27
|
height: 27
|
||||||
alignment: 0
|
alignment: 0
|
||||||
pivot: {x: 0, y: 0}
|
pivot: {x: 0.5, y: 0.5}
|
||||||
border: {x: 0, y: 0, z: 0, w: 0}
|
border: {x: 0, y: 0, z: 0, w: 0}
|
||||||
outline: []
|
outline: []
|
||||||
physicsShape: []
|
physicsShape: []
|
||||||
@ -377,8 +377,8 @@ TextureImporter:
|
|||||||
y: 109
|
y: 109
|
||||||
width: 17
|
width: 17
|
||||||
height: 28
|
height: 28
|
||||||
alignment: 0
|
alignment: 9
|
||||||
pivot: {x: 0, y: 0}
|
pivot: {x: 0.5024782, y: 0.48344395}
|
||||||
border: {x: 0, y: 0, z: 0, w: 0}
|
border: {x: 0, y: 0, z: 0, w: 0}
|
||||||
outline: []
|
outline: []
|
||||||
physicsShape: []
|
physicsShape: []
|
||||||
|
@ -1,5 +1,6 @@
|
|||||||
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
|
||||||
@ -39,9 +40,10 @@ public class ChestController : BaseWarehouseController
|
|||||||
if (Input.GetKeyDown(KeyCode.I))
|
if (Input.GetKeyDown(KeyCode.I))
|
||||||
{
|
{
|
||||||
InventoryManager.Instance.OpenPanel();
|
InventoryManager.Instance.OpenPanel();
|
||||||
|
EquipmentManager.Instance.OpenPanel();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnTriggerExit2D(Collider2D collision)
|
void OnTriggerExit2D(Collider2D collision)
|
||||||
|
@ -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;
|
||||||
@ -29,7 +32,17 @@ public class Player : MonoBehaviour
|
|||||||
private bool startRegen = false;
|
private bool startRegen = false;
|
||||||
|
|
||||||
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;
|
attackSword = true;
|
||||||
}
|
}
|
||||||
if (Input.GetKeyDown(KeyCode.LeftShift))
|
if (Input.GetKeyDown(KeyCode.LeftShift))
|
||||||
{
|
{
|
||||||
attackFist = true;
|
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;
|
myAnimator.SetFloat("lastMoveX", inputHorizontal);
|
||||||
attackFist = false;
|
myAnimator.SetFloat("lastMoveY", inputVertical);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
timerRegen += Time.deltaTime;
|
||||||
|
if(timerRegen >= waitRegen)
|
||||||
{
|
{
|
||||||
//if (canWalk == true)
|
startRegen = 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 (startRegen == true)
|
||||||
{
|
{
|
||||||
if(canWalk == true)
|
timerTick += Time.deltaTime;
|
||||||
|
if(timerTick >= waitTick)
|
||||||
{
|
{
|
||||||
if (inputHorizontal != 0 || inputVertical != 0)
|
if(currentHealth < 10)
|
||||||
{
|
{
|
||||||
if (inputHorizontal != 0 && inputVertical != 0)
|
currentHealth = currentHealth + 1;
|
||||||
{
|
healthBar.SetHealth(currentHealth);
|
||||||
inputHorizontal *= speedLimiter;
|
timerTick = 0f;
|
||||||
inputVertical *= speedLimiter;
|
|
||||||
}
|
|
||||||
rb.velocity = new Vector2(inputHorizontal * walkSpeed, inputVertical * walkSpeed);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
rb.velocity = new Vector2(0f, 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);
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user