// Use this for initialization
 void Awake()
 {
     rapidFireTimerReset = rapidFireTimer;
     dashCounter = dashTime;
     dashCooldownCounter = dashCooldown;
     meleeTimerReset = meleeTimer;
     state = characterStates.IDLE;
     _weapons = GetComponentsInChildren<WeaponScript>();
 }
Exemple #2
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    void OnCollisionEnter(Collision other)
    {
        // Kill the player if they touch something deadly, aka light.
        if (other.gameObject.CompareTag("Death") && !dying)
        {
            StartCoroutine(Death());
        }
        // Check if we have collided with a bounce pad
        if (other.gameObject.CompareTag("BouncePad"))
        {
            // Reset our velocity to zero.
            rb.velocity = Vector3.zero;
            // Create a new vector3 which takes our relative velocity then inverts the x and z axis so it gives a 'bounce' effect.
            Vector3 newVelocity = new Vector3(-other.relativeVelocity.x, other.relativeVelocity.y, -other.relativeVelocity.z).normalized;
            // Apply the force
            if (other.gameObject.GetComponent <BouncePad>())
            {
                rb.AddForce(newVelocity * other.gameObject.GetComponent <BouncePad>().bounceForce);
            }
            else
            {
                rb.AddForce(newVelocity * launchPower * bounceModifier);
            }

            // Dont allow us to stop flying.
            canLand = false;
            StartCoroutine(landCooldown());
            return;
        }
        else
        // Check if we have collided with a launch pad
        if (other.gameObject.CompareTag("LaunchPad"))
        {
            // Reset our velocity to zero.
            rb.velocity = Vector3.zero;
            // Take the normal of our collision and apply force in that direction.
            rb.AddForce(other.contacts[0].normal * launchPower * launchPadModifier);
            // Dont allow us to stop flying.
            canLand = false;
            StartCoroutine(landCooldown());
            return;
        }
        else
        // Only remove velocity and set us idle if we are flying
        if (characterState == characterStates.Flying && canLand)
        {
            rb.velocity    = Vector3.zero;
            characterState = characterStates.Idle;
        }
    }
Exemple #3
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 void IdleInput()
 {
     // When the character is 'idle' (Stuck on a wall) let them launch off of it
     if (Input.GetKeyDown(launchKey))
     {
         if (characterState == characterStates.Flying)
         {
             doubleJumped = true;
             rb.velocity  = Vector3.zero;
             canLand      = false;
             StartCoroutine(landCooldown());
         }
         characterState = characterStates.Flying;
         rb.AddForce(charCamera.forward * launchPower);
     }
 }
 public void Knockback()
 {
     value = characterStates.Knockback;
 }
 public void WallCrawl()
 {
     value = characterStates.WallCrawl;
 }
 public void StandardWalk()
 {
     value = characterStates.StandardWalk;
 }
Exemple #7
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 public void WalkWithNoGravity()
 {
     value = characterStates.WalkWithNoGravity;
 }
 public void NoGravityWalk()
 {
     value = characterStates.NoGravityWalk;
 }
Exemple #9
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    void Update()
    {
        if (hasBottle)
        {
            bottledCloud.SetActive(true);
        }
        else
        {
            bottledCloud.SetActive(false);
        }

        // Do mouse look first.
        if (!dying)
        {
            SimulateMouse();
            LockMouse();
        }
        else
        {
            // Make the mouse visible when we die and unlock it.
            Cursor.lockState = CursorLockMode.None;
            Cursor.visible   = true;
        }

        if (Vector3.Distance(transform.position, Vector3.zero) >= 300)
        {
            if (!dying)
            {
                StartCoroutine(Death());
            }
        }

        // Black fade effect
        if (starting)
        {
            deathFade.color = deathFade.color - new Color(0, 0, 0, 1 * Time.deltaTime);
            if (deathFade.color.a <= 0)
            {
                starting = false;
            }
        }

        // Switch our states and call the function for each.
        switch (characterState)
        {
        case (characterStates.Idle):
            doubleJumped = false;
            IdleInput();
            break;

        case (characterStates.Flying):
            if (hasBottle && !doubleJumped)
            {
                IdleInput();
            }
            // Check if our velocity is less than the minimum wanted.
            if (rb.velocity.magnitude <= minimumVelocity && canLand)
            {
                characterState = characterStates.Idle;
            }
            break;
        }

        // Volume checks
        if (PlayerPrefs.GetFloat("MusicVolume", 1) != volumeSlider.value)
        {
            PlayerPrefs.SetFloat("MusicVolume", volumeSlider.value);
            music.volume = volumeSlider.value;
            PlayerPrefs.Save();
            music.Stop();
            music.Play();
        }
    }
Exemple #10
0
 public void Idle()
 {
     value = characterStates.Idle;
 }
    // Update is called once per frame
    void Update()
    {
        if(GetComponent<Renderer>().IsVisibleFrom(Camera.main) == false)
        {
            PlayerHealthScript health = this.GetComponent<PlayerHealthScript>();
            health.Damage(1000);
            //Destroy(gameObject);
        }

        Vector3 velocity = _controller.velocity;
        float inputX = Input.GetAxis ("Horizontal");
        //Vector2 shotDirection = Vector2.zero;
        //bool shoot = Input.GetButtonDown ("Fire1");
        bool shoot = Input.GetKey (KeyCode.RightArrow) || Input.GetKey (KeyCode.LeftArrow);

        //Debug.Log ("Axis is: " + inputX.ToString ());
        //Debug.Log ("State is : " + state);
        switch(state)
        {
        case characterStates.IDLE:
            //Debug.Log("IDLE");
            if(dashEnabled == false)
                dashCooldownCounter--;
            else
                if(dashCounter < dashTime)
                    dashCounter+= 0.5f;

            velocity.x = 0;
            //Debug.Log ("IDLE");
            //animator.SetInteger("Melee", 0);
            if (inputX < 0) {
                //Debug.Log("IN IDLE: Input is: " + inputX + " changing to face LEFT");
                velocity.x = -speed;
                animator.enabled = true;
                animator.SetInteger("Direction", 0);
                facingRight = false;
                state = characterStates.RUNNING;
                //animator.StopPlayback();
                //gameObject.GetComponent<SpriteRenderer>().sprite = facingLeftImage;
                //shotDirection = -transform.right;
            } else if (inputX > 0) {
                //Debug.Log("IN IDLE: Input is: " + inputX + " changing to face RIGHT");
                velocity.x = speed;
                animator.enabled = true;
                animator.SetInteger("Direction", 1);
                facingRight = true;
                state = characterStates.RUNNING;
                //animator.StopPlayback();
                //gameObject.GetComponent<SpriteRenderer>().sprite = facingRightImage;
                //shotDirection = transform.right;
            }
            else
            {
                //Debug.Log("STopping playback");

                //animator.SetInteger("Direction", 2);
                if(animator.GetCurrentAnimatorStateInfo(0).IsName("Lance _Land_ Shark Melee Right_") || animator.GetCurrentAnimatorStateInfo(0).IsName("Lance _Land_ Shark Melee Left_"))
                {
                    //Debug.Log("in here yo");
                }
                else
                {
                    animator.enabled = false;
                    if(facingRight)
                        gameObject.GetComponent<SpriteRenderer>().sprite = facingRightImage;
                    else
                        gameObject.GetComponent<SpriteRenderer>().sprite = facingLeftImage;
                }

            }

            if (Input.GetAxis ("Jump") > 0 && _controller.isGrounded)
            {
                animator.enabled = false;
                if(facingRight)
                    gameObject.GetComponent<SpriteRenderer>().sprite = jumpingRightImage;
                else
                    gameObject.GetComponent<SpriteRenderer>().sprite = jumpingLeftImage;
                state = characterStates.JUMPING;
                velocity.y = Mathf.Sqrt (2f * jumpHeight * -gravity);
            }

            if (Input.GetKeyDown (KeyCode.DownArrow) == true) {
                AudioSource.PlayClipAtPoint (meleeAttack, transform.position, 0.5f);
                animator.enabled = true;
                //animator.SetInteger("Direction", 4);
                if(facingRight)
                    animator.Play("Lance _Land_ Shark Melee Right_");
                else
                    animator.Play("Lance _Land_ Shark Melee Left_");
                //animator.enabled = false;

                if (_weapons[2] != null && _weapons[3] != null)
                    if(facingRight)
                        _weapons[2].Attack(false);
                else
                    _weapons[3].Attack(false);
                state = characterStates.MELEE;
            }

            if (shoot) {

                if (_weapons [0] != null && _weapons [1] != null)
                {
                    if (inputX > 0)
                        _weapons [0].Attack (false);
                    else if (inputX < 0)
                        _weapons [1].Attack (false);
                    else {
                        if (facingRight)
                            _weapons [0].Attack (false);
                        else
                            _weapons [1].Attack (false);
                    }
                }

                //_weapons[0].Attack(false, shotDirection);
            }

            //Debug.Log("Moving player");
            velocity.y += gravity * Time.deltaTime;

            _controller.move (velocity * Time.deltaTime);
            break;
        case characterStates.RUNNING:
            //animator.StopPlayback();
            //animator.SetInteger("Melee", 0);
            if(dashEnabled == false)
                dashCooldownCounter--;
            else
                if(dashCounter < dashTime)
                    dashCounter+= 0.5f;

            //Debug.Log("Dashcounter: " + dashCounter);

            if(dashCooldownCounter <= 0)
            {
                dashEnabled = true;
                dashCooldownCounter = dashCooldown;
                dashCounter = dashTime;
            }

                velocity.x = 0;

            if (inputX < 0) {
                //Debug.Log("Input is: " + inputX + " changing to face LEFT");
                velocity.x = -speed;
                //animator.StopPlayback();
                animator.SetInteger("Direction", 0);
                facingRight = false;
                //gameObject.GetComponent<SpriteRenderer>().sprite = facingLeftImage;
                //shotDirection = -transform.right;
            } else if (inputX > 0) {
                //Debug.Log("Input is: " + inputX + " changing to face RIGHT");
                velocity.x = speed;
                facingRight = true;
                //animator.StopPlayback();
                animator.SetInteger("Direction", 1);
                //gameObject.GetComponent<SpriteRenderer>().sprite = facingRightImage;
                //shotDirection = transform.right;
            }
            else
                state = characterStates.IDLE;

            if (Input.GetKey (KeyCode.LeftShift) == true && dashEnabled) {
                if (inputX < 0)
                {
                    velocity.x = -speed * 2;
                    dashCounter--;
                    if(dashCounter <= 0)
                        dashEnabled = false;
                }
                else if(inputX > 0)
                {
                    velocity.x = speed * 2;
                    dashCounter--;
                    if(dashCounter <= 0)
                        dashEnabled = false;
                }
                //Debug.Log("DashCounter: " + dashCounter);
            }

            if (Input.GetAxis ("Jump") > 0 && _controller.isGrounded) {
                animator.enabled = false;
                if(facingRight)
                    gameObject.GetComponent<SpriteRenderer>().sprite = jumpingRightImage;
                else
                    gameObject.GetComponent<SpriteRenderer>().sprite = jumpingLeftImage;
                state = characterStates.JUMPING;
                velocity.y = Mathf.Sqrt (2f * jumpHeight * -gravity);
            }

            if (Input.GetKeyDown (KeyCode.DownArrow) == true) {
                AudioSource.PlayClipAtPoint (meleeAttack, transform.position, 0.5f);
                if(facingRight)
                    animator.Play("Lance _Land_ Shark Melee Right_");
                else
                    animator.Play("Lance _Land_ Shark Melee Left_");
                if (_weapons[2] != null && _weapons[3] != null)
                    if(facingRight)
                    _weapons[2].Attack(false);
                    else
                    _weapons[3].Attack(false);
                state = characterStates.MELEE;
                break;
            }

            if (shoot) {
                if (_weapons [0] != null && _weapons [1] != null)
                    if (inputX > 0)
                        _weapons [0].Attack (false);
                else if (inputX < 0)
                    _weapons [1].Attack (false);
                else {
                    if (facingRight)
                        _weapons [0].Attack (false);
                    else
                        _weapons [1].Attack (false);
                }

                //_weapons[0].Attack(false, shotDirection);
            }

            if(state != characterStates.MELEE)
            {
            velocity.y += gravity * Time.deltaTime;

            _controller.move (velocity * Time.deltaTime);
            }
            break;
        case characterStates.JUMPING:

            //animator.SetInteger("Melee", 0);
            if(dashEnabled == false)
                dashCooldownCounter--;
            else
                if(dashCounter < dashTime)
                    dashCounter+= 0.5f;

            // movement
            if (inputX < 0) {
                gameObject.GetComponent<SpriteRenderer>().sprite = jumpingLeftImage;
                velocity.x = -speed * 1f;
                animator.SetInteger("Direction", 0);
                facingRight = false;
                //animator.SetInteger("Direction", 1);
                //gameObject.GetComponent<SpriteRenderer>().sprite = facingLeftImage;
                //shotDirection = -transform.right;
            } else if (inputX > 0) {
                gameObject.GetComponent<SpriteRenderer>().sprite = jumpingRightImage;
                velocity.x = speed * 1f;
                animator.SetInteger("Direction", 1);
                facingRight = true;
                //animator.SetInteger("Direction", 0);
                //gameObject.GetComponent<SpriteRenderer>().sprite = facingRightImage;
                //shotDirection = transform.right;
            }
            else
            {
                //state = characterStates.IDLE;
                //break;
            }

            if (Input.GetKey (KeyCode.LeftShift) == true && dashEnabled) {
                if (inputX < 0)
                {
                    velocity.x = -speed * 2;
                    dashCounter--;
                    if(dashCounter <= 0)
                        dashEnabled = false;
                }
                else if(inputX > 0)
                {
                    velocity.x = speed * 2;
                    dashCounter--;
                    if(dashCounter <= 0)
                        dashEnabled = false;
                }
            }

            // shooting
            if (shoot) {
                if (_weapons [0] != null && _weapons [1] != null)
                    if (inputX > 0)
                        _weapons [0].Attack (false);
                else if (inputX < 0)
                    _weapons [1].Attack (false);
                else {
                    if (facingRight)
                        _weapons [0].Attack (false);
                    else
                        _weapons [1].Attack (false);
                }

                //_weapons[0].Attack(false, shotDirection);
            }

            velocity.y += gravity * Time.deltaTime; // Take out -20
            _controller.move (velocity * Time.deltaTime);

            if(_controller.isGrounded)
                state = characterStates.IDLE;

            break;
        case characterStates.MELEE:

            if(dashEnabled == false)
                dashCooldownCounter--;
            else
                if(dashCounter < dashTime)
                    dashCounter+= 0.5f;

            if (Input.GetAxis ("Jump") > 0 && _controller.isGrounded)
            {
            }
            //animator.SetInteger("Direction", 4);
            //Debug.Log (meleeTimer);
            meleeTimer--;
            //Debug.Log("in melee");
            if(meleeTimer <= 0)
            {
                //Debug.Log("End Melee");
                state = characterStates.IDLE;
                meleeTimer = meleeTimerReset;
            }

            break;
        }
        var dist = (transform.position - Camera.main.transform.position).z;

        var leftBorder = Camera.main.ViewportToWorldPoint(
            new Vector3(0, 0, dist)
            ).x;

        var rightBorder = Camera.main.ViewportToWorldPoint(
            new Vector3(1, 0, dist)
            ).x;

        transform.position = new Vector3(
            Mathf.Clamp(transform.position.x, leftBorder, rightBorder),
            transform.position.y,
            transform.position.z
            );
    }