void Start()
 {
     playerState = GetComponent <PlayerStateController>();
     playerState.SetState(PlayerState.Idle);
     rigidbody     = GetComponent <Rigidbody>();
     movementSpeed = walkMovementSpeed;
     facingRight   = true;
 }
Beispiel #2
0
    void Update()
    {
        if (stateController.IsCurrentStateInRange(State.Appear, State.Disappear))
        {
            return;
        }
        if (isGrounded || isGuidedJump)
        {
            float moveDirection = Input.GetAxis("Horizontal");
            playerBody.velocity = new Vector2(moveDirection * runSpeed, playerBody.velocity.y);
            if (moveDirection == 0)
            {
                stateController.SetState(State.Idle);
            }
            else if (isGrounded)
            {
                stateController.SetState(State.Run);
            }
            if ((moveDirection > 0 && !isFacingRight) || (moveDirection < 0 && isFacingRight))
            {
                Flip();
            }
        }

        if (Controls.IsJumpKeyDown && isJumpAvailable)
        {
            StartCoroutine(JumpRoute());
        }
        else if (Controls.IsJumpKeyUp)
        {
            StopCoroutine(JumpRoute());
        }
    }
    public void Select()
    {
        //Turns on the UI
        ui.gameObject.SetActive(true);
        UpdatePos();
        //Turns off the UI if button no longer held
        if (!playerStateController.Select)
        {
            TowerScriptableObject selectedSegment = GetSelectedSegment();
            if (selectedSegment &&
                inventory.ResourceAmount - selectedSegment.Cost >= 0)
            {
                inventory.ResourceAmount -= selectedSegment.Cost;
                selectedSegment.InstantiateConstructionTower(playerStateController);
                playerStateController.SetState(PlayerStates.BUILDING);
            }
            else
            {
                playerStateController.SetState(PlayerStates.FREE);
            }

            ui.gameObject.SetActive(false);
        }
    }