void Update() { //Player directional input horzMovement = Input.GetAxis("Horizontal"); vertMovement = Input.GetAxis("Vertical"); //Press spacebar to jump if the player can jump if (stopJumping == false) { if (Time.timeScale == 1) { if (IsGrounded() && (Input.GetKeyDown(KeyCode.Space))) { //Player has normal jumping when the player is not on a sticky horizontal floor if (alterMovement == false) { playerRB.AddForce(Vector3.up * jumpForce, ForceMode.Impulse); inky.SetBool("jump", true); //Play jump anim } //playerRB.AddForce(Vector3.up * jumpForce, ForceMode.Impulse); else if (alterMovement == true) { playerRB.AddForce(Vector3.down * jumpForce, ForceMode.Impulse); //inky.SetBool("jump", true); //Play jump anim } //Debug.Log(Vector3.up * jumpForce); } // else if (Input.GetKeyUp(KeyCode.Space)) // { // inky.SetBool("jump", false); //Play land anim // } } } //Press shift to change colors, the projectile type, and update color UIs if (stopJumping == false) { if (Time.timeScale == 1) { if (Input.GetKeyDown(KeyCode.LeftShift)) { currentColorMode = playerShoot.CheckNextAvailableColor(currentColorMode); ChangeMaterial(currentColorMode); playerShoot.ChangeProjType(currentColorMode); //colorNextUI = playerShoot.CheckNextAvailableColor(colorNextUI); UpdateCurColorUI(currentColorMode); ChangeNewColorUI(currentColorMode); ChangePreviousColorUI(currentColorMode); } } } //Play shooting animation if (stopJumping == false) { if (Time.timeScale == 1) { if (Input.GetKeyDown(KeyCode.Mouse0)) { inky.SetBool("shoot", true); } else if (Input.GetKeyUp(KeyCode.Mouse0)) { inky.SetBool("shoot", false); } } } //Make sure there is the amount of collected bristles curBristles.text = "Bristles: " + bristles.ToString() + "/" + totalBristles.ToString(); //Update the color UI icon when the player's color changes AND eventually when the player chooses which color to shoot with //curColor.color = currentColor.color; //UpdateCurColorUI(currentColorMode); //Get superbrush after collecting all bristles in the level // if (bristles == totalBristles) // { // if (sbLimit == 1) // { // //For programmers // if (SceneManager.GetActiveScene() == SceneManager.GetSceneByName("Prototype")) // { // Instantiate(superbrush, transform.position + (transform.up * 0.5f + -transform.right * 2.5f), transform.rotation); // } // //For final version/level designers // else if (SceneManager.GetActiveScene() == SceneManager.GetSceneByName("ChromaticVertSlice")) // { // Instantiate(superbrush, transform.position + (transform.up * 0.5f + -transform.right * 4f), transform.rotation); // } // sbLimit = 0; // } // } if (stopJumping == false) { if (Time.timeScale == 1) { if (alterMovement == false) { //Play walk sound effect and anim if (Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.LeftArrow)) { inkySound.clip = inkySFX[0]; inkySound.Play(); inky.SetBool("isMoving", true); //Change to left orientation if (onRamp == false) { transform.eulerAngles = new Vector3(0f, 220f, 0f); } //Change z-axis when player is on ramp else if (onRamp == true) { transform.eulerAngles = new Vector3(0f, 180f, 0f); } //inky.SetFloat("Move", -horzMovement); } else if (Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.RightArrow)) { inkySound.clip = inkySFX[0]; inkySound.Play(); inky.SetBool("isMoving", true); //Change to right orientation if (onRamp == false) { transform.eulerAngles = new Vector3(0f, 160f, 0f); } //Change z-axis when player is on ramp else if (onRamp == true) { transform.eulerAngles = new Vector3(0f, 180f, 0f); } //inky.SetFloat("Move", horzMovement); } //Stop walk sound effect and anim else if (Input.GetKeyUp(KeyCode.A) || Input.GetKeyUp(KeyCode.D) || Input.GetKeyUp(KeyCode.LeftArrow) || Input.GetKeyUp(KeyCode.RightArrow)) { inkySound.Stop(); //Play idle anim inky.SetBool("isMoving", false); } } else if (alterMovement == true) { //Play walk sound effect and climb wall anim if (Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow)) { inkySound.clip = inkySFX[0]; inkySound.Play(); //inky.SetBool("climb", true); //Change to left orientation // if (onRamp == false) // { // transform.eulerAngles = new Vector3(0f, 220f, 0f); // } } else if (Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.DownArrow)) { inkySound.clip = inkySFX[0]; inkySound.Play(); //inky.SetBool("climb", true); //Change to right orientation // if (onRamp == false) // { // transform.eulerAngles = new Vector3(0f, 160f, 0f); // } } //Stop walk sound effect and anim else if (Input.GetKeyUp(KeyCode.W) || Input.GetKeyUp(KeyCode.S) || Input.GetKeyUp(KeyCode.UpArrow) || Input.GetKeyUp(KeyCode.DownArrow)) { inkySound.Stop(); //Play idle anim //inky.SetBool("climb", false); } } } } if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); } }