Working logic's changes into my own stuff

This commit is contained in:
2018-04-22 15:10:35 +10:00
parent f2c1587be4
commit db0b719158
2 changed files with 247 additions and 70 deletions
+12 -43
View File
@@ -3,13 +3,9 @@ using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour {
public enum Mode {
FIRE, ICE, WIND,
LAST
};
Animator animator;
Rigidbody2D rigidBody;
witchAnimate witchAnimateScript;
//movement
float speed;
@@ -17,10 +13,10 @@ public class Player : MonoBehaviour {
Vector2 lastDirection = new Vector2(0, -1);
//attacking
bool isShooting;
float lastAttack = float.NegativeInfinity;
const float attackDelay = 0.5f;
Mode mode = Mode.FIRE;
//prefabs
public GameObject firePelletPrefab;
public GameObject icePelletPrefab;
public GameObject windPelletPrefab;
@@ -28,6 +24,7 @@ public class Player : MonoBehaviour {
void Awake() {
animator = GetComponent<Animator> ();
rigidBody = GetComponent<Rigidbody2D> ();
witchAnimateScript = GetComponent<witchAnimate> ();
speed = 0.79f;
}
@@ -39,11 +36,11 @@ public class Player : MonoBehaviour {
void FixedUpdate() {
Move ();
Attack ();
//SendAnimationInfo ();
}
void HandleInput() {
//determine the input from the player
//NOTE: duplicate code
float horizontal = Input.GetAxis ("Horizontal");
float vertical = Input.GetAxis ("Vertical");
@@ -53,16 +50,6 @@ public class Player : MonoBehaviour {
if (deltaForce != Vector2.zero) {
lastDirection = rigidBody.velocity;
}
//calculate if shooting
isShooting = Input.GetButton ("Attack");
if (Input.GetButtonDown("Switch")) {
mode += 1;
if (mode == Mode.LAST) {
mode = 0;
}
}
}
void Move() {
@@ -73,18 +60,18 @@ public class Player : MonoBehaviour {
}
void Attack() {
if (Time.time - lastAttack > attackDelay && isShooting) {
if (Time.time - lastAttack > attackDelay && witchAnimateScript.current == witchAnimate.Deed.shoot) {
lastAttack = Time.time;
GameObject pellet = null;
switch (mode) {
case Mode.FIRE:
switch (witchAnimateScript.el) {
case witchAnimate.Element.fire:
pellet = Instantiate (firePelletPrefab);
break;
case Mode.ICE:
case witchAnimate.Element.ice:
pellet = Instantiate (icePelletPrefab);
break;
case Mode.WIND:
case witchAnimate.Element.wind:
pellet = Instantiate (windPelletPrefab);
break;
}
@@ -96,31 +83,13 @@ public class Player : MonoBehaviour {
pellet.GetComponent<Rigidbody2D> ().AddForce (lastDirection.normalized * 2, ForceMode2D.Impulse);
}
if (!isShooting) {
if (witchAnimateScript.current != witchAnimate.Deed.shoot) {
lastAttack = float.NegativeInfinity;
}
}
/*
void SendAnimationInfo() {
animator.SetFloat ("xSpeed", lastDirection.x);
animator.SetFloat ("ySpeed", lastDirection.y);
animator.SetBool ("isShooting", isShooting);
}
*/
//utilities
Vector2 GetShootingPoint() {
Vector2 point = lastDirection.normalized;
if (Mathf.Abs (point.x) == Mathf.Abs (point.y)) {
point *= 0.26f; //diagonal
} else if (Mathf.Abs (point.x) < Mathf.Abs (point.y)) {
point *= 0.23f; //vertical
} else {
point *= 0.2f; //horizontal
}
return point;
return lastDirection.normalized * 0.15f;
}
}