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PlayerCharacter.cs
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PlayerCharacter.cs
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using UnityEngine;
using System.Collections;
public class PlayerCharacter : MonoBehaviour {
//This script keeps track of the players health and also the GUI for the health
private int _health;
[SerializeField] private GameObject Gameovert;
[SerializeField] private GameObject resett;
[SerializeField] private GameObject exitt;
[SerializeField] private GameObject healthbar1;
[SerializeField] private GameObject healthbar2;
[SerializeField] private GameObject healthbar3;
[SerializeField] private GameObject healthbar4;
[SerializeField] private GameObject healthbar5;
[SerializeField] private GameObject healthbar6;
[SerializeField] private GameObject healthbar7;
[SerializeField] private GameObject healthbar8;
[SerializeField] private GameObject healthbar9;
[SerializeField] private GameObject healthbar10;
[SerializeField] private GameObject healthbar11;
void Start() {
_health = 5;
}
void Update() {
if (_health == 0) {
FPSInput f = GetComponent<FPSInput> ();
f.SetAlive(false);
WeaponPickup wp = FindObjectOfType<WeaponPickup> ();
if(wp != null){
wp.SetAlive(false);
}
SwitchWeapon sw = GameObject.Find ("Camera").GetComponent<SwitchWeapon> ();
if(sw != null){
sw.SetAlive(false);
}
GameObject[] e = GameObject.FindGameObjectsWithTag ("Enemy");
Shooting[] s = new Shooting[e.Length];
for (int i = 0; i < e.Length; i++) {
s[i] = e [i].GetComponent<Shooting> ();
if (s [i] != null) {
s[i].SetAlive(false);
}
}
CrateShooting[] cs = new CrateShooting[e.Length];
for (int i = 0; i < e.Length; i++) {
cs[i] = e [i].GetComponent<CrateShooting> ();
if (cs [i] != null) {
cs[i].SetAlive(false);
}
}
Gameovert.SetActive (true);
resett.SetActive (true);
exitt.SetActive (true);
}
if (_health == 0) {
healthbar1.SetActive (false);
healthbar2.SetActive (false);
healthbar3.SetActive (false);
healthbar4.SetActive (false);
healthbar5.SetActive (false);
healthbar6.SetActive (false);
healthbar7.SetActive (false);
healthbar8.SetActive (false);
healthbar9.SetActive (false);
healthbar10.SetActive (false);
healthbar11.SetActive (false);
}
if (_health == 1) {
healthbar1.SetActive (true);
healthbar2.SetActive (false);
healthbar3.SetActive (false);
healthbar4.SetActive (false);
healthbar5.SetActive (false);
healthbar6.SetActive (false);
healthbar7.SetActive (false);
healthbar8.SetActive (false);
healthbar9.SetActive (false);
healthbar10.SetActive (false);
healthbar11.SetActive (false);
}
if (_health == 2) {
healthbar1.SetActive (true);
healthbar2.SetActive (true);
healthbar3.SetActive (false);
healthbar4.SetActive (false);
healthbar5.SetActive (false);
healthbar6.SetActive (false);
healthbar7.SetActive (false);
healthbar8.SetActive (false);
healthbar9.SetActive (false);
healthbar10.SetActive (false);
healthbar11.SetActive (false);
}
if (_health == 3) {
healthbar1.SetActive (true);
healthbar2.SetActive (true);
healthbar3.SetActive (true);
healthbar4.SetActive (false);
healthbar5.SetActive (false);
healthbar6.SetActive (false);
healthbar7.SetActive (false);
healthbar8.SetActive (false);
healthbar9.SetActive (false);
healthbar10.SetActive (false);
healthbar11.SetActive (false);
}
if (_health == 4) {
healthbar1.SetActive (true);
healthbar2.SetActive (true);
healthbar3.SetActive (true);
healthbar4.SetActive (true);
healthbar5.SetActive (false);
healthbar6.SetActive (false);
healthbar7.SetActive (false);
healthbar8.SetActive (false);
healthbar9.SetActive (false);
healthbar10.SetActive (false);
healthbar11.SetActive (false);
}
if (_health == 5) {
healthbar1.SetActive (true);
healthbar2.SetActive (true);
healthbar3.SetActive (true);
healthbar4.SetActive (true);
healthbar5.SetActive (true);
healthbar6.SetActive (false);
healthbar7.SetActive (false);
healthbar8.SetActive (false);
healthbar9.SetActive (false);
healthbar10.SetActive (false);
healthbar11.SetActive (false);
}
if (_health == 6) {
healthbar1.SetActive (true);
healthbar2.SetActive (true);
healthbar3.SetActive (true);
healthbar4.SetActive (true);
healthbar5.SetActive (true);
healthbar6.SetActive (true);
healthbar7.SetActive (false);
healthbar8.SetActive (false);
healthbar9.SetActive (false);
healthbar10.SetActive (false);
healthbar11.SetActive (false);
}
if (_health == 7) {
healthbar1.SetActive (true);
healthbar2.SetActive (true);
healthbar3.SetActive (true);
healthbar4.SetActive (true);
healthbar5.SetActive (true);
healthbar6.SetActive (true);
healthbar7.SetActive (true);
healthbar8.SetActive (false);
healthbar9.SetActive (false);
healthbar10.SetActive (false);
healthbar11.SetActive (false);
}
if (_health == 8) {
healthbar1.SetActive (true);
healthbar2.SetActive (true);
healthbar3.SetActive (true);
healthbar4.SetActive (true);
healthbar5.SetActive (true);
healthbar6.SetActive (true);
healthbar7.SetActive (true);
healthbar8.SetActive (true);
healthbar9.SetActive (false);
healthbar10.SetActive (false);
healthbar11.SetActive (false);
}
if (_health == 9) {
healthbar1.SetActive (true);
healthbar2.SetActive (true);
healthbar3.SetActive (true);
healthbar4.SetActive (true);
healthbar5.SetActive (true);
healthbar6.SetActive (true);
healthbar7.SetActive (true);
healthbar8.SetActive (true);
healthbar9.SetActive (true);
healthbar10.SetActive (false);
healthbar11.SetActive (false);
}
if (_health == 10) {
healthbar1.SetActive (true);
healthbar2.SetActive (true);
healthbar3.SetActive (true);
healthbar4.SetActive (true);
healthbar5.SetActive (true);
healthbar6.SetActive (true);
healthbar7.SetActive (true);
healthbar8.SetActive (true);
healthbar9.SetActive (true);
healthbar10.SetActive (true);
healthbar11.SetActive (false);
}
if (_health == 11) {
healthbar1.SetActive (true);
healthbar2.SetActive (true);
healthbar3.SetActive (true);
healthbar4.SetActive (true);
healthbar5.SetActive (true);
healthbar6.SetActive (true);
healthbar7.SetActive (true);
healthbar8.SetActive (true);
healthbar9.SetActive (true);
healthbar10.SetActive (true);
healthbar11.SetActive (true);
}
}
public void Hurt(int damage) {
_health -= damage;
}
public void Heal(int heal) {
_health += heal;
}
}