// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); col = GetComponent <Collider2D>(); camControl = GameObject.Find("/Camera").GetComponent <T10_CameraController>(); smiley = SMILEY.SLIGHTSMILE; lastSmiley = smiley; WhichSmiley(smiley); speed = Speed.Value; shieldConsumedUI.SetActive(true); shieldUI.SetActive(true); }
IEnumerator CooldownSmiley() { yield return(new WaitForSeconds(cooldownSmiley.Value)); smiley = SMILEY.SLIGHTSMILE; }
private void WhichSmiley(SMILEY smiley) { StopCoroutine("Fire"); StopCoroutine("FireGlace"); canFire = false; StopCoroutine("CooldownSmiley"); if (smiley == SMILEY.SLIGHTSMILE) { weapon = Weapon.DEFAULT; bullets = BULLETS.DEFAULT; bulletInUse.GetComponent <T10_Bullet>().bulletType = T10_Bullet.BULLETS.DEFAULT; playerCap.sprite = emojiSprite[0]; } else if (smiley == SMILEY.JOY) { weapon = Weapon.MITRAILLETTE; bullets = BULLETS.DEFAULT; bulletInUse.GetComponent <T10_Bullet>().bulletType = T10_Bullet.BULLETS.DEFAULT; playerCap.sprite = emojiSprite[1]; } else if (smiley == SMILEY.RAGE) { weapon = Weapon.SHOTGUN; bullets = BULLETS.DEFAULT; bulletInUse.GetComponent <T10_Bullet>().bulletType = T10_Bullet.BULLETS.SHOTGUN; playerCap.sprite = emojiSprite[2]; } else if (smiley == SMILEY.COLDFACE) { weapon = Weapon.COLD; bullets = BULLETS.GLACE; bulletInUse.GetComponent <T10_Bullet>().bulletType = T10_Bullet.BULLETS.GLACE; playerCap.sprite = emojiSprite[3]; } else if (smiley == SMILEY.SCREAM) { weapon = Weapon.DEFAULT; speed *= SpeedIncrease.Value; bullets = BULLETS.DEFAULT; bulletInUse.GetComponent <T10_Bullet>().bulletType = T10_Bullet.BULLETS.DEFAULT; playerCap.sprite = emojiSprite[4]; } else if (smiley == SMILEY.SMILINGIMP) { weapon = Weapon.SNIPER; bullets = BULLETS.SNIPER; bulletInUse.GetComponent <T10_Bullet>().bulletType = T10_Bullet.BULLETS.SNIPER; lineRenderer.enabled = true; isSniper = true; playerCap.sprite = emojiSprite[5]; } else if (smiley == SMILEY.MAD) { weapon = Weapon.GRENADE; bullets = BULLETS.GRENADE; bulletInUse.GetComponent <T10_Bullet>().bulletType = T10_Bullet.BULLETS.GRENADE; playerCap.sprite = emojiSprite[6]; } StartCoroutine("CooldownSmiley"); canFire = true; }
// Update is called once per frame void Update() { // Julien if (Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0) { gameObject.GetComponent <Animator>().Play("player_walk"); } else { gameObject.GetComponent <Animator>().Play("player_idle"); } if (smiley != lastSmiley) { if (lastSmiley == SMILEY.SCREAM) { speed /= SpeedIncrease.Value; } if (lastSmiley == SMILEY.SMILINGIMP) { lineRenderer.enabled = false; isSniper = false; } WhichSmiley(smiley); } RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.zero, Mathf.Infinity, ~player);; if (hit) { if (hit.transform.gameObject.layer == 8) { //timeRecul = 1; isGlace = true; } } else { isGlace = false; } if (!isGlace) { if (Input.GetKeyDown("space") && canDash) { if (rb.velocity.magnitude != 0) { Debug.Log("dash"); StartCoroutine("Dash"); } } // Curseur(); FaceMouse(); if (isSniper) { SetLineRenderer(); } if (!ui.isGameMenued && !ui.isGamePaused && Input.GetMouseButton(0) && canFire) { canFire = false; StartCoroutine("Fire"); actualPos = transform.position; Vector3 dir = direction.normalized; Vector3 vit = rb.velocity.normalized; if (weapon == Weapon.DEFAULT) { targetPos = transform.position - ((new Vector3(direction.x, direction.y) * reculPower) + (dir - vit)); StartCoroutine(Recul(targetPos, TimeReculTerreDEFAULT.Value, PuissReculTerreDEFAULT.Value)); camControl.ShakeCamera(shakeDurDefault, shakeAmDefault); } else if (weapon == Weapon.MITRAILLETTE) { targetPos = transform.position - ((new Vector3(direction.x, direction.y) * reculPower) + (dir - vit)); StartCoroutine(Recul(targetPos, TimeReculTerreMITRAILLETTE.Value, PuissReculTerreMITRAILLETTE.Value)); camControl.ShakeCamera(shakeDurSMG, shakeAmSMG); } else if (weapon == Weapon.SHOTGUN) { targetPos = transform.position - ((new Vector3(direction.x, direction.y) * reculPower) + (dir - vit)); camControl.ShakeCamera(shakeDurShotGun, shakeAmShotGun); StartCoroutine(Recul(targetPos, TimeReculTerreSHOTGUN.Value, PuissReculTerreSHOTGUN.Value)); } else if (weapon == Weapon.SNIPER) { targetPos = transform.position - ((new Vector3(direction.x, direction.y) * reculPower) + (dir - vit)); //camControl.ShakeCamera(shakeDurShotGun, shakeAmShotGun); StartCoroutine(Recul(targetPos, TimeReculTerreSNIPER.Value, PuissReculTerreSNIPER.Value)); } else if (weapon == Weapon.GRENADE) { targetPos = transform.position - ((new Vector3(direction.x, direction.y) * reculPower) + (dir - vit)); //camControl.ShakeCamera(shakeDurShotGun, shakeAmShotGun); StartCoroutine(Recul(targetPos, TimeReculTerreGRENADE.Value, PuissReculTerreGRENADE.Value)); } } } if (isGlace) { //Curseur(); FaceMouse(); if (isSniper) { SetLineRenderer(); } if (!ui.isGameMenued && !ui.isGamePaused && Input.GetMouseButton(0) && canFire) { canFire = false; StartCoroutine("FireGlace"); actualPos = transform.position; } } lastSmiley = smiley; }