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194 lines (160 loc) · 5.35 KB
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Copy pathPlayerControl.cs
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194 lines (160 loc) · 5.35 KB
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using UnityEngine;
using System.Collections;
public class PlayerControl : MonoBehaviour
{
[HideInInspector]
public bool facingRight = true; // For determining which way the player is currently facing.
[HideInInspector]
public bool jump = false; // Condition for whether the player should jump.
public float moveForce = 365f; // Amount of force added to move the player left and right.
public float maxSpeed = 5f; // The fastest the player can travel in the x axis.
public AudioClip[] jumpClips; // Array of clips for when the player jumps.
public float jumpForce = 1000f; // Amount of force added when the player jumps.
public AudioClip[] taunts; // Array of clips for when the player taunts.
public float tauntProbability = 50f; // Chance of a taunt happening.
public float tauntDelay = 1f; // Delay for when the taunt should happen.
public int energy=5000;
public bool Stop=false;
private int tauntIndex; // The index of the taunts array indicating the most recent taunt.
private Transform groundCheck; // A position marking where to check if the player is grounded.
private bool grounded = false; // Whether or not the player is grounded.
private Animator anim; // Reference to the player's animator component.
void Awake()
{
// Setting up references.
groundCheck = transform.Find("groundCheck");
anim = GetComponent<Animator>();
}
void Update()
{
// The player is grounded if a linecast to the groundcheck position hits anything on the ground layer.
//grounded = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));
// If the jump button is pressed and the player is grounded then the player should jump.
//if(Input.GetButtonDown("Jump") && grounded)
//jump = true;
}
void FixedUpdate ()
{
// Cache the horizontal input.
/**float h = Input.GetAxis("Horizontal");
// The Speed animator parameter is set to the absolute value of the horizontal input.
//anim.SetFloat("Speed", Mathf.Abs(h));
// If the player is changing direction (h has a different sign to velocity.x) or hasn't reached maxSpeed yet...
if(h * rigidbody2D.velocity.x < maxSpeed)
// ... add a force to the player.
rigidbody2D.AddForce(Vector2.right * h * moveForce);
// If the player's horizontal velocity is greater than the maxSpeed...
if(Mathf.Abs(rigidbody2D.velocity.x) > maxSpeed)
// ... set the player's velocity to the maxSpeed in the x axis.
rigidbody2D.velocity = new Vector2(Mathf.Sign(rigidbody2D.velocity.x) * maxSpeed, rigidbody2D.velocity.y);
// If the input is moving the player right and the player is facing left...
if(h > 0 && !facingRight)
// ... flip the player.
Flip();
// Otherwise if the input is moving the player left and the player is facing right...
else if(h < 0 && facingRight)
// ... flip the player.
Flip();
// If the player should jump...
if(jump)
{
// Set the Jump animator trigger parameter.
anim.SetTrigger("Jump");
// Play a random jump audio clip.
int i = Random.Range(0, jumpClips.Length);
AudioSource.PlayClipAtPoint(jumpClips[i], transform.position);
// Add a vertical force to the player.
rigidbody2D.AddForce(new Vector2(0f, jumpForce));
// Make sure the player can't jump again until the jump conditions from Update are satisfied.
jump = false;
}**/
if(Stop==false)
{
energy=400;
if(Input.GetKey("c"))
{
facingRight=true;
rigidbody.drag=2;
//speeding=true;
//print("ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooolala");
//speedState=true;
//animation.Play("ready");
//print("ready1");
if(energy>0)
{
transform.localScale = new Vector3(0.2f, 0.2f, 0.2f);
rigidbody.AddForce(transform.forward*700);
energy=energy-1;
}
}
if(Input.GetKey("z"))
{
facingRight=false;
rigidbody.drag=2;
//speeding=true;
//print("ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooolala");
//speedState=true;
//animation.Play("ready");
//print("ready1");
if(energy>0)
{
transform.localScale = new Vector3(0.2f, 0.2f, -0.2f);
rigidbody.AddForce(transform.forward*-700);
energy=energy-1;
}
}
else
{
rigidbody.drag=5;
}
}
}
void Flip ()
{
// Switch the way the player is labelled as facing.
facingRight = !facingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
public IEnumerator Taunt()
{
// Check the random chance of taunting.
float tauntChance = Random.Range(0f, 100f);
if(tauntChance > tauntProbability)
{
// Wait for tauntDelay number of seconds.
yield return new WaitForSeconds(tauntDelay);
// If there is no clip currently playing.
if(!audio.isPlaying)
{
// Choose a random, but different taunt.
tauntIndex = TauntRandom();
// Play the new taunt.
audio.clip = taunts[tauntIndex];
audio.Play();
}
}
}
int TauntRandom()
{
// Choose a random index of the taunts array.
int i = Random.Range(0, taunts.Length);
// If it's the same as the previous taunt...
if(i == tauntIndex)
// ... try another random taunt.
return TauntRandom();
else
// Otherwise return this index.
return i;
}
public void Reset(bool state)
{
Stop=state;
}
public bool GetState()
{
return Stop;
}
}