//Assignment important variables void Awake() { mainCamera = Camera.main; rb = GetComponent <Rigidbody2D> (); rb.bodyType = RigidbodyType2D.Static; carriableProp = GetComponent <carriableBehaviour> (); }
//Assignment of important variables void Awake() { if (toggleTorchLighting) { flameTimeBar = GameObject.FindGameObjectWithTag("ftTimer").GetComponentInChildren <Slider> (); flameTimeBar.gameObject.SetActive(false); doesExtinguish = true; } carriableProp = GetComponent <carriableBehaviour> (); fullyFueled = true; isHeld = false; }
//Assignment of important variables void Awake() { Collider2D[] Colliders = GetComponents <Collider2D> (); carriedProp = GetComponent <carriableBehaviour> (); //Sets solidBody to appropriate collider foreach (Collider2D collider in Colliders) { if (!collider.isTrigger) { solidBody = collider; } } }
void FixedUpdate() { //Get Input float inputX = Input.GetAxisRaw("Horizontal"); float inputY = Input.GetAxisRaw("Vertical"); if (canMove) { //if key is pressed on Horizontal save time it was pressed if (inputX != 0) { if (timeDownX == 0.0f) //if there is no stored time for it { timeDownX = Time.time; } } else { timeDownX = 0.0f; // reset time if no button is being pressed } //if key is pressed on vertical save time it was pressed if (inputY != 0) { if (timeDownY == 0.0f) //if there is no stored time for it { timeDownY = Time.time; } } else { timeDownY = 0.0f; // reset time if no button is being pressed } //check which button was hit last to determin direction velocity = Vector2.zero; if (timeDownX > timeDownY) { velocity = Vector2.right * inputX; } if (timeDownX < timeDownY) { velocity = Vector2.up * inputY; } //velocity = new Vector3(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")).normalized * moveSpeed; //Orientation int Quadrant = -1; if (inputX > 0) { Orientation = Vector3.right; objSpriteHolder = ObjSprites[0]; Quadrant = 2; } else if (inputX < 0) { Orientation = -Vector3.right; objSpriteHolder = ObjSprites[1]; Quadrant = 4; } else if (inputY > 0) { Orientation = Vector3.up; objSpriteHolder = ObjSprites[2]; Quadrant = 1; } else if (inputY < 0) { Orientation = -Vector3.up; objSpriteHolder = ObjSprites[3]; Quadrant = 3; } // Animations playerMoving = (Mathf.Abs(inputX) + Mathf.Abs(inputY)) > 0; anim.SetBool("PlayerMoving", playerMoving); if (Mathf.Abs(inputX) > 0 && Mathf.Abs(inputY) > 0) { velocity = Vector2.zero; anim.SetBool("PlayerMoving", false); playerMoving = false; } if (playerMoving) { anim.SetFloat("MoveX", inputX); anim.SetFloat("MoveY", inputY); if (!shouldAdjust) { shouldAdjust = true; } if (objOrientation != null) { objOrientation.setPoles(Quadrant); } } // Setting the veloctiy based on input if (movementException) { rbody.MovePosition(rbody.position + (offsetVector * (Time.fixedDeltaTime / distRatio))); } else { rbody.MovePosition(rbody.position + (velocity * moveSpeed) * Time.fixedDeltaTime); } //Appropriating local offset values of carried objects if (velocity != Vector2.zero) { //Setting carriedObject offset if (isCarryingObj) { SpriteRenderer ObjRenderer = carriedObject.GetComponent <SpriteRenderer>(); ObjRenderer.sprite = objSpriteHolder; carriableBehaviour brlCarriable = carriedObject.GetComponent <carriableBehaviour> (); Vector3 brlOffset = Orientation * brlCarriable.carriedOffset; carriedObject.transform.localPosition = brlOffset; } //Setting torch offset if (isCarryingTorch) { carriableBehaviour torchCarriable = Torch.GetComponent <carriableBehaviour> (); Vector3 torchOffset = Orientation * torchCarriable.carriedOffset; Torch.transform.localPosition = torchOffset; } } } // [PROGRAMMER] nQ's Script [PROGRAMMER] Start //Bit-World Simulation via Positioning Modulo 1/5 units if (inputX == 0 && inputY == 0 && shouldAdjust) { if (Mathf.Abs(transform.position.x) % 0.20f != 0 || Mathf.Abs(transform.position.y) % 0.20f != 0) { //Calling IEnumerator declared below StartCoroutine(adjustPos()); shouldAdjust = false; } } // [PROGRAMMER] nQ's Script [PROGRAMMER] Finish }