Ejemplo n.º 1
0
        /// <inheritdoc />
        public override void Die()
        {
            base.Die();
            Walker.IsMoveInputBlocked = true;

            Text restartText = GameObject.Find("RestartText").GetComponent <Text>();

            if (restartText)
            {
                restartText.enabled = true;
            }

            Debug.Log(gameObject.name + " died");
            Anim.SetBool("Dead", true);

            //disable all scriptstry
            GrappleHook grappleHook = GetComponent <GrappleHook>();

            if (grappleHook)
            {
                grappleHook.EndGrapple();
            }

            SpriteRenderer.color = Color.white;



            // disabling scripts (super buggy)
            try
            {
                Destroy(GetComponent <GrappleHook>());
                Destroy(GetComponent <PlayerAttack>());
//            Destroy(GetComponent<PlayerMove>());
                Destroy(GetComponent <Shooter>());
//            Destroy(GetComponent<Health>());
            }
            catch (Exception e)
            {
                Debug.LogError("Caught: " + e);
            }

            foreach (MonoBehaviour script in GetComponents <MonoBehaviour>())
            {
                try
                {
                    script.enabled = false;
//                Destroy(script);
                }
                catch (Exception e)
                {
                    Debug.LogError("Caught: " + e);
                }
            }
        }
Ejemplo n.º 2
0
        /// <summary>
        ///     If you want to modify any movements or Rigidbody forces/velocity do that here,
        ///     otherwise your changes will be immediately overriden by this method as the velocity is modified directly.
        /// </summary>
        private void Move()
        {
            if (IsMoveInputBlocked)
            {
                print(name + ": Input is blocked, not gonna move");
                Movement = 0;
                return;
            }

            if (Anim.GetBool("DashAttack"))
            {
                return;
            }

            if (control_AirControl || Grounded)
            {
                Movement = MovementInput.x * MoveSpeed * Momentum;
            }


            // If reached jump peak
            if (Mathf.Approximately(Rb.velocity.y, 0) && !Grounded)
            {
            }

            // If on the wall
            if (!Grounded && WallCheck && Movement * Mathf.Sign(FacingSign) > 0 && !Anim.GetBool("Slamming"))
            {
                if (Rb.velocity.y < 0)
                {
                    m_hasDoubleJump = true;

                    // limit wallslide speed
                    if (Rb.velocity.y < -WallSlideSpeedMax)
                    {
                        Rb.velocity = new Vector2(Rb.velocity.x, -WallSlideSpeedMax);
                    }
                }
            }

            if (Grounded && Anim.GetBool("Slamming")) // Stop moving on slam landing
            {
                Movement = 0;
                Anim.SetBool("Slamming", false);
            }

            // TODO: on jump buttonUp, if(!m_Jump && Grounded) set rb Y velocity to zero 0

            // Move horizontally
            if (Mathf.Abs(Movement) > 0.05f)
            {
                Rb.velocity = /*grapple.m_Flying? Vector2.zero:*/ new Vector2(Movement, Rb.velocity.y);
            }

            if (WallCheck)
            {
                m_hasDoubleJump = true;
            }

            //When to jump
            if (ToJump)
            {
                if (m_grapple.Flying)
                {
                    m_grapple.EndGrapple();
                }

                if (Grounded)
                {
                    LastGroundSpeed = Movement; //Updating lastGroundSpeed
                    Jump();
                }
                else if (WallCheck)
                {
                    //If jumping and on the wall:
                    // NOTE: the player has to be facing the wall to wallslide/walljump
                    Debug.Log("Jump off wall");
                    Rb.AddForce(Vector2.right * -FacingSign * m_walljumpForce * JumpForce * Rb.mass,
                                ForceMode2D.Impulse);

                    Jump();
                    Flip();
                    ToJump = false;
                }
                else if (m_controlPlayerCanDoubleJump && m_hasDoubleJump)
                {
                    // Double jump
                    // Resets vertical speed before doubleJump (prevents glitchy jumping)
                    Rb.velocity = new Vector2(Rb.velocity.x, 0);
                    print("Double jump");

                    // if grappling, then the player gets an extra jump, otherwise mark that the doubleJump has been used
                    if (!m_grapple.Flying)
                    {
                        m_hasDoubleJump = false;
                    }

                    Jump();
                }
            }

            if (!WallCheck)
            {
                ModifyGravity();
            }
        }