Exemple #1
0
    void Update()
    {
        #region Movement and Jump
        isGrounded = Physics2D.OverlapCircle(feetPos.position, checkRadius, whatIsGround);
        if (isGrounded && Input.GetKeyDown(KeyCode.W))
        {
            rb.velocity = Vector2.up * jumpForce;
            Instantiate(dustCloud, transform.position + new Vector3(0, 0, -1), Quaternion.identity);
            audioSource.clip = audioClipList[0];
            audioSource.Play();
        }
        if (!dashIsInCoolDown && Input.GetKey(KeyCode.W) && Input.GetKeyDown(KeyCode.Space))
        {
            dashIsInCoolDown = true;
            audioSource.PlayOneShot(audioClipList[1]);
            Instantiate(dashEffect, transform.position + new Vector3(0, 0, -1), Quaternion.identity);
            rb.velocity = Vector2.up * (dashSpeed * 2);
        }
        //if (!dashIsInCoolDown && Input.GetKeyDown(KeyCode.W))
        //{
        //    upTotal += 1;
        //}
        //if (upTotal == 1 && upTimeDelay < 1f)
        //{
        //    upTimeDelay += Time.deltaTime;
        //}
        //if (upTotal == 1 && upTimeDelay >= 1f)
        //{
        //    upTimeDelay = 0;
        //    upTotal = 0;
        //}
        //if (!dashIsInCoolDown && upTotal == 2 && upTimeDelay < 1f)
        //{
        //    dashIsInCoolDown = true;
        //    dashCoolDown = dashMaxCoolDown;
        //    audioSource.PlayOneShot(audioClipList[1]);
        //    Instantiate(dashEffect, transform.position + new Vector3(0, 0, -1), Quaternion.identity);
        //    rb.velocity = Vector2.up * (dashSpeed * 2);
        //    upTotal = 0;
        //}
        //if (upTotal == 2 && upTimeDelay >= 1f)
        //{
        //    upTimeDelay = 0;
        //    upTotal = 0;
        //}

        else if (!Input.GetKey(KeyCode.D) && Input.GetKey(KeyCode.A))
        {
            charaAnimator.SetBool("Walk", true);
            facingRight         = false;
            transform.position += Vector3.left * Time.deltaTime * walkSpeed;
            if (!dashIsInCoolDown && Input.GetKeyDown(KeyCode.Space))
            {
                dashIsInCoolDown = true;
                audioSource.PlayOneShot(audioClipList[1]);
                Instantiate(dashEffect, transform.position + new Vector3(0, 0, -1), Quaternion.identity);
                rb.velocity = new Vector3(-1, 0.5f, 0) * (dashSpeed * 1.5f);
                //leftTotal += 1;
            }


            //if (leftTotal == 1 && leftTimeDelay < 1f)
            //    leftTimeDelay += Time.deltaTime * 3f;

            //if (leftTotal == 1 && leftTimeDelay >= 1f)
            //{
            //    leftTimeDelay = 0;
            //    leftTotal = 0;
            //}
            //if (!dashIsInCoolDown && leftTotal == 2 && leftTimeDelay < 1f)
            //{
            //    dashIsInCoolDown = true;
            //    dashCoolDown = dashMaxCoolDown;
            //    audioSource.PlayOneShot(audioClipList[1]);
            //    Instantiate(dashEffect, transform.position + new Vector3(0, 0, -1), Quaternion.identity);
            //    rb.velocity = new Vector3(-1, 0.5f, 0) * (dashSpeed * 1.5f);
            //    leftTotal = 0;
            //}
            //if (leftTotal == 2 && leftTimeDelay >= 1f)
            //{
            //    leftTimeDelay = 0;
            //    leftTotal = 0;
            //}
        }
        else if (!Input.GetKey(KeyCode.A) && Input.GetKey(KeyCode.D))
        {
            charaAnimator.SetBool("Walk", true);
            facingRight         = true;
            transform.position += Vector3.right * Time.deltaTime * walkSpeed;
            if (!dashIsInCoolDown && Input.GetKeyDown(KeyCode.Space))
            {
                dashIsInCoolDown = true;
                audioSource.PlayOneShot(audioClipList[1]);
                Instantiate(dashEffect, transform.position + new Vector3(0, 0, -1), Quaternion.identity);
                rb.velocity = new Vector3(1, 0.5f, 0) * (dashSpeed * 1.5f);
                //rightTotal += 1;
            }

            //if (rightTotal == 1 && rightTimeDelay < 1f)
            //    rightTimeDelay += Time.deltaTime * 3f;

            //if (rightTotal == 1 && rightTimeDelay >= 1f)
            //{
            //    rightTimeDelay = 0;
            //    rightTotal = 0;
            //}
            //if (!dashIsInCoolDown && rightTotal == 2 && rightTimeDelay < 1f)
            //{
            //    dashIsInCoolDown = true;
            //    dashCoolDown = dashMaxCoolDown;
            //    audioSource.PlayOneShot(audioClipList[1]);
            //    Instantiate(dashEffect, transform.position + new Vector3(0, 0, -1), Quaternion.identity);
            //    rb.velocity = new Vector3(1, 0.5f, 0) * (dashSpeed * 1.5f);
            //    rightTotal = 0;
            //}
            //if (rightTotal == 2 && rightTimeDelay >= 1f)
            //{
            //    rightTimeDelay = 0;
            //    rightTotal = 0;
            //}
        }
        else if (!Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.D))
        {
            charaAnimator.SetBool("Walk", false);
        }

        if (dashIsInCoolDown)
        {
            dashCoolDown -= Time.deltaTime;
            if (dashCoolDown <= 0)
            {
                dashCoolDown     = dashMaxCoolDown;
                dashIsInCoolDown = false;
            }
        }
        #endregion

        #region Health
        if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "MainScene")
        {
            if (playerHealth >= 3)
            {
                heartPrefab[2].SetActive(true);
                heartPrefab[1].SetActive(true);
                heartPrefab[0].SetActive(true);
            }
            else if (playerHealth >= 2)
            {
                heartPrefab[2].SetActive(false);
                heartPrefab[1].SetActive(true);
                heartPrefab[0].SetActive(true);
            }
            else if (playerHealth >= 1)
            {
                heartPrefab[2].SetActive(false);
                heartPrefab[1].SetActive(false);
                heartPrefab[0].SetActive(true);
            }
            else if (playerHealth <= 0) // Player will be dead when zero health
            {
                heartPrefab[2].SetActive(false);
                heartPrefab[1].SetActive(false);
                heartPrefab[0].SetActive(false);
                gameManager.DefeatAudio.Play();
                Instantiate(deathParticle, transform.position, Quaternion.identity);
                Instantiate(deathParticle, transform.position, Quaternion.identity);
                gameManager.BossRageSlider.gameObject.SetActive(false);
                gameManager.InGameOverlay.GetComponent <Animator>().SetTrigger("FadeOut"); // Play FadeOut InGameOverlay
                gameManager.DefeatOverlay.GetComponent <Animator>().SetTrigger("Defeat");
                bossBehaviour.UpdateScore();
                Destroy(gameObject);
            }
        }
        #endregion

        #region Projectile
        if (isCoolDown)
        {
            curCoolDown -= Time.deltaTime;
            if (curCoolDown <= 0)
            {
                isCoolDown = false;
            }
        }

        if (!isCoolDown && Input.GetKey(KeyCode.Mouse0))
        {
            isCoolDown  = true;
            curCoolDown = maxCoolDOwn;
            if (facingRight)
            {
                popHitAudio.PlayOneShot(popHit[Random.Range(0, popHit.Length)]);
                GameObject bullet = Instantiate(playerProjectile, spawnPosition.position, spawnPosition.rotation);
                bullet.transform.localScale = new Vector3(bullet.transform.localScale.x * 1, bullet.transform.localScale.y, bullet.transform.localScale.z);
                bullet.GetComponent <pProjectile>().SetDirection(spawnPosition.forward, this);

                //if (fairyBullet == true)
                //{
                //    GameObject bullet2 = Instantiate(playerProjectile, transform.GetChild(10).transform.position, spawnPosition.rotation);
                //    bullet2.transform.localScale = new Vector3(bullet.transform.localScale.x * 1, bullet.transform.localScale.y, bullet.transform.localScale.z);
                //    bullet2.GetComponent<pProjectile>().SetDirection(spawnPosition.forward, this);
                //}
                //else
                //{
                //    fairyBullet = false;
                //}
            }
            else if (!facingRight)
            {
                popHitAudio.PlayOneShot(popHit[Random.Range(0, popHit.Length)]);
                GameObject bullet = Instantiate(playerProjectile, spawnPosition.position, spawnPosition.rotation);
                bullet.transform.localScale = new Vector3(bullet.transform.localScale.x * -1, bullet.transform.localScale.y, bullet.transform.localScale.z);
                bullet.GetComponent <pProjectile>().SetDirection(spawnPosition.forward, this);

                //if ((fairyBullet == true))
                //{
                //    GameObject bullet2 = Instantiate(playerProjectile, transform.GetChild(10).transform.position, spawnPosition.rotation);
                //    bullet2.transform.localScale = new Vector3(bullet.transform.localScale.x * -1, bullet.transform.localScale.y, bullet.transform.localScale.z);
                //    bullet2.GetComponent<pProjectile>().SetDirection(spawnPosition.forward, this);
                //}
                //else
                //{
                //    fairyBullet = false;
                //}
            }
        }
        #endregion

        #region Invicible
        if (isInInvincible) // Invincible Statement
        {
            blinkEffect.startBlinking = true;
            invincibleMode.SetActive(true);
            waitTime -= Time.deltaTime;

            if (waitTime <= 0)
            {
                blinkEffect.startBlinking = false;
                isInInvincible            = false;
                invincibleMode.SetActive(false);
                gameObject.GetComponent <BoxCollider2D>().enabled = true;
                waitTime = 3;
            }
        }
        #endregion
    }