214 lines
4.9 KiB
C#
214 lines
4.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Player : MonoBehaviour
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{
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Rigidbody2D rb;
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private Animator myAnimator;
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public float walkSpeed = 4f;
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float speedLimiter = 0.7f;
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float inputHorizontal;
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float inputVertical;
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public GameObject Panel;
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private bool inRange = false;
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public ParticleSystem dmgParticleSystem;
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public FloatValue maxHealth;
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public float currentHealth;
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public HealthBar healthBar;
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private static bool attackSword;
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private bool attackFist;
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private static bool pickaxeInUse;
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private static bool playerInCollider;
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private float timerRegen = 0f;
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private float timerTick = 0f;
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private float waitRegen = 8.0f;
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private float waitTick = 1.0f;
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private bool startRegen = false;
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private bool canWalk = true;
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public static void putPlayerInCollider()
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{
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playerInCollider = true;
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}
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public static void takePlayerFromCollider()
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{
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playerInCollider = false;
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}
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void Start()
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{
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int continued = PlayerPrefs.GetInt("continued");
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if (continued == 1)
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{
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currentHealth = PlayerPrefs.GetFloat("health-S");
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}
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else
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{
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currentHealth = PlayerPrefs.GetFloat("health");
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}
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rb = gameObject.GetComponent<Rigidbody2D>();
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myAnimator = GetComponent<Animator>();
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healthBar.SetMaxHealth(maxHealth.initialValue);
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healthBar.SetHealth(currentHealth);
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walkSpeed = 4f;
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}
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public void TakeDamage(float damage)
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{
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currentHealth = currentHealth - damage;
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healthBar.SetHealth(currentHealth);
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var em = dmgParticleSystem.emission;
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em.enabled = true;
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StartCoroutine(Timer());
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timerRegen = 0.0f;
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startRegen = false;
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if (currentHealth <= 0)
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{
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Panel.SetActive(true);
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walkSpeed = 0f;
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}
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}
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IEnumerator Timer()
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{
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yield return new WaitForSeconds(0.2f);
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var em = dmgParticleSystem.emission;
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em.enabled = false;
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}
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private void HandleAttacks()
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{
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if (attackSword)
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{
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myAnimator.SetTrigger("attack");
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}
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if (attackFist)
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{
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myAnimator.SetTrigger("attackFist");
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}
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if (pickaxeInUse)
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{
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myAnimator.SetTrigger("pickaxe");
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}
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}
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private void HandleInput()
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{
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if (Input.GetKeyDown(KeyCode.Space))
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{
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attackSword = true;
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}
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if (Input.GetKeyDown(KeyCode.LeftShift))
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{
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attackFist = true;
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}
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if(Input.GetKeyDown(KeyCode.X))
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{
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pickaxeInUse = true;
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}
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}
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private void ResetValues()
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{
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attackSword = false;
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attackFist = false;
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pickaxeInUse = false;
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}
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void Update()
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{
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//if (canWalk == true)
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//{
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inputHorizontal = Input.GetAxisRaw("Horizontal");
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inputVertical = Input.GetAxisRaw("Vertical");
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myAnimator.SetFloat("moveX", inputHorizontal * walkSpeed);
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myAnimator.SetFloat("moveY", inputVertical * walkSpeed);
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if (inputHorizontal != 0)
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{
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myAnimator.SetFloat("speed", walkSpeed);
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}
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else if (inputVertical != 0)
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{
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myAnimator.SetFloat("speed", walkSpeed);
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}
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else
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{
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myAnimator.SetFloat("speed", 0);
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}
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if (inputHorizontal == 1 || inputHorizontal == -1 || inputVertical == 1 || inputVertical == -1)
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{
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myAnimator.SetFloat("lastMoveX", inputHorizontal);
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myAnimator.SetFloat("lastMoveY", inputVertical);
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}
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timerRegen += Time.deltaTime;
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if(timerRegen >= waitRegen)
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{
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startRegen = true;
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}
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if (startRegen == true)
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{
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timerTick += Time.deltaTime;
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if(timerTick >= waitTick)
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{
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if(currentHealth < 10)
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{
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currentHealth = currentHealth + 1;
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healthBar.SetHealth(currentHealth);
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timerTick = 0f;
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}
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}
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}
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PlayerPrefs.SetFloat("health", currentHealth);
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//}
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HandleInput();
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}
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void FixedUpdate()
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{
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if(canWalk == true)
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{
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if (inputHorizontal != 0 || inputVertical != 0)
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{
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if (inputHorizontal != 0 && inputVertical != 0)
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{
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inputHorizontal *= speedLimiter;
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inputVertical *= speedLimiter;
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}
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rb.velocity = new Vector2(inputHorizontal * walkSpeed, inputVertical * walkSpeed);
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}
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else
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{
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rb.velocity = new Vector2(0f, 0f);
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}
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}
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HandleAttacks();
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ResetValues();
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}
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public void SaveCheckpoint()
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{
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PlayerPrefs.SetFloat("health-S", currentHealth);
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}
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}
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