using System.Collections; using System.Collections.Generic; using UnityEngine; public class Player : MonoBehaviour { Rigidbody2D rb; private Animator myAnimator; public float walkSpeed = 4f; float speedLimiter = 0.7f; float inputHorizontal; float inputVertical; public GameObject Panel; private bool inRange = false; public ParticleSystem dmgParticleSystem; public FloatValue maxHealth; public float currentHealth; public HealthBar healthBar; private static bool attackSword; private bool attackFist; private static bool pickaxeInUse; private static bool playerInCollider; private float timerRegen = 0f; private float timerTick = 0f; private float waitRegen = 8.0f; private float waitTick = 1.0f; 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"); if (continued == 1) { currentHealth = PlayerPrefs.GetFloat("health-S"); } else { currentHealth = PlayerPrefs.GetFloat("health"); } rb = gameObject.GetComponent(); myAnimator = GetComponent(); healthBar.SetMaxHealth(maxHealth.initialValue); healthBar.SetHealth(currentHealth); walkSpeed = 4f; } public void TakeDamage(float damage) { currentHealth = currentHealth - damage; healthBar.SetHealth(currentHealth); var em = dmgParticleSystem.emission; em.enabled = true; StartCoroutine(Timer()); timerRegen = 0.0f; startRegen = false; if (currentHealth <= 0) { Panel.SetActive(true); walkSpeed = 0f; } } IEnumerator Timer() { yield return new WaitForSeconds(0.2f); var em = dmgParticleSystem.emission; em.enabled = false; } private void HandleAttacks() { if (attackSword) { myAnimator.SetTrigger("attack"); } if (attackFist) { 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.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) { 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) { 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); } }