Working logic's changes into my own stuff
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+235
-27
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+12
-43
@@ -3,13 +3,9 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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public class Player : MonoBehaviour {
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public class Player : MonoBehaviour {
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public enum Mode {
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FIRE, ICE, WIND,
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LAST
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};
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Animator animator;
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Animator animator;
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Rigidbody2D rigidBody;
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Rigidbody2D rigidBody;
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witchAnimate witchAnimateScript;
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//movement
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//movement
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float speed;
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float speed;
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@@ -17,10 +13,10 @@ public class Player : MonoBehaviour {
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Vector2 lastDirection = new Vector2(0, -1);
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Vector2 lastDirection = new Vector2(0, -1);
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//attacking
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//attacking
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bool isShooting;
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float lastAttack = float.NegativeInfinity;
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float lastAttack = float.NegativeInfinity;
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const float attackDelay = 0.5f;
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const float attackDelay = 0.5f;
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Mode mode = Mode.FIRE;
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//prefabs
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public GameObject firePelletPrefab;
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public GameObject firePelletPrefab;
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public GameObject icePelletPrefab;
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public GameObject icePelletPrefab;
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||||||
public GameObject windPelletPrefab;
|
public GameObject windPelletPrefab;
|
||||||
@@ -28,6 +24,7 @@ public class Player : MonoBehaviour {
|
|||||||
void Awake() {
|
void Awake() {
|
||||||
animator = GetComponent<Animator> ();
|
animator = GetComponent<Animator> ();
|
||||||
rigidBody = GetComponent<Rigidbody2D> ();
|
rigidBody = GetComponent<Rigidbody2D> ();
|
||||||
|
witchAnimateScript = GetComponent<witchAnimate> ();
|
||||||
|
|
||||||
speed = 0.79f;
|
speed = 0.79f;
|
||||||
}
|
}
|
||||||
@@ -39,11 +36,11 @@ public class Player : MonoBehaviour {
|
|||||||
void FixedUpdate() {
|
void FixedUpdate() {
|
||||||
Move ();
|
Move ();
|
||||||
Attack ();
|
Attack ();
|
||||||
//SendAnimationInfo ();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void HandleInput() {
|
void HandleInput() {
|
||||||
//determine the input from the player
|
//determine the input from the player
|
||||||
|
//NOTE: duplicate code
|
||||||
float horizontal = Input.GetAxis ("Horizontal");
|
float horizontal = Input.GetAxis ("Horizontal");
|
||||||
float vertical = Input.GetAxis ("Vertical");
|
float vertical = Input.GetAxis ("Vertical");
|
||||||
|
|
||||||
@@ -53,16 +50,6 @@ public class Player : MonoBehaviour {
|
|||||||
if (deltaForce != Vector2.zero) {
|
if (deltaForce != Vector2.zero) {
|
||||||
lastDirection = rigidBody.velocity;
|
lastDirection = rigidBody.velocity;
|
||||||
}
|
}
|
||||||
|
|
||||||
//calculate if shooting
|
|
||||||
isShooting = Input.GetButton ("Attack");
|
|
||||||
|
|
||||||
if (Input.GetButtonDown("Switch")) {
|
|
||||||
mode += 1;
|
|
||||||
if (mode == Mode.LAST) {
|
|
||||||
mode = 0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Move() {
|
void Move() {
|
||||||
@@ -73,18 +60,18 @@ public class Player : MonoBehaviour {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Attack() {
|
void Attack() {
|
||||||
if (Time.time - lastAttack > attackDelay && isShooting) {
|
if (Time.time - lastAttack > attackDelay && witchAnimateScript.current == witchAnimate.Deed.shoot) {
|
||||||
lastAttack = Time.time;
|
lastAttack = Time.time;
|
||||||
GameObject pellet = null;
|
GameObject pellet = null;
|
||||||
|
|
||||||
switch (mode) {
|
switch (witchAnimateScript.el) {
|
||||||
case Mode.FIRE:
|
case witchAnimate.Element.fire:
|
||||||
pellet = Instantiate (firePelletPrefab);
|
pellet = Instantiate (firePelletPrefab);
|
||||||
break;
|
break;
|
||||||
case Mode.ICE:
|
case witchAnimate.Element.ice:
|
||||||
pellet = Instantiate (icePelletPrefab);
|
pellet = Instantiate (icePelletPrefab);
|
||||||
break;
|
break;
|
||||||
case Mode.WIND:
|
case witchAnimate.Element.wind:
|
||||||
pellet = Instantiate (windPelletPrefab);
|
pellet = Instantiate (windPelletPrefab);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@@ -96,31 +83,13 @@ public class Player : MonoBehaviour {
|
|||||||
pellet.GetComponent<Rigidbody2D> ().AddForce (lastDirection.normalized * 2, ForceMode2D.Impulse);
|
pellet.GetComponent<Rigidbody2D> ().AddForce (lastDirection.normalized * 2, ForceMode2D.Impulse);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!isShooting) {
|
if (witchAnimateScript.current != witchAnimate.Deed.shoot) {
|
||||||
lastAttack = float.NegativeInfinity;
|
lastAttack = float.NegativeInfinity;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
|
||||||
void SendAnimationInfo() {
|
|
||||||
animator.SetFloat ("xSpeed", lastDirection.x);
|
|
||||||
animator.SetFloat ("ySpeed", lastDirection.y);
|
|
||||||
animator.SetBool ("isShooting", isShooting);
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
|
|
||||||
//utilities
|
//utilities
|
||||||
Vector2 GetShootingPoint() {
|
Vector2 GetShootingPoint() {
|
||||||
Vector2 point = lastDirection.normalized;
|
return lastDirection.normalized * 0.15f;
|
||||||
|
|
||||||
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;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user