// Use this for initialization void Start() { PrinceState = PlayerPrinceState.WithoutPrince; rb_Player = GetComponent <Rigidbody2D>(); Main = GameObject.FindWithTag("MainCamera"); Down = transform.TransformDirection(Vector3.down); }
private void OnTriggerStay2D(Collider2D collision) { if (collision.tag == "Prince Tosser") { if (Input.GetKeyDown(KeyCode.Q) && PrinceState == PlayerPrinceState.WithoutPrince) { PrinceState = PlayerPrinceState.WithPrince; } } }
// Update is called once per frame void Update() { //Player movement - Replace with Forces? if (Input.GetKey(KeyCode.A)) { transform.position = new Vector3(transform.position.x - m_Speed * Time.deltaTime, transform.position.y, transform.position.z); em_Direction = PlayerDirection.Left; } else if (Input.GetKey(KeyCode.D)) { transform.position = new Vector3(transform.position.x + m_Speed * Time.deltaTime, transform.position.y, transform.position.z); em_Direction = PlayerDirection.Right; } if (Physics2D.Raycast(transform.position, Down, 1f)) { m_CanJump = true; // Debug.Log("Something below!"); } if (Input.GetKeyDown(KeyCode.E) && m_CanJump == true) { rb_Player.AddForce(new Vector2(0, 10), ForceMode2D.Impulse); m_CanJump = false; } if (Input.GetKeyUp(KeyCode.R) && PrinceState == PlayerPrinceState.WithPrince) { PrinceState = PlayerPrinceState.ThrownPrince; } else if (Input.GetKey(KeyCode.F) && PrinceState == PlayerPrinceState.WithPrince) { //Magic number, change m_ThrowStrength = m_ThrowStrength + 0.1f; } else if (Input.GetKeyUp(KeyCode.F) && PrinceState == PlayerPrinceState.WithPrince) { StartCoroutine("StoreThrowPower"); PrinceState = PlayerPrinceState.LobbedPrince; m_ThrowStrength = 0; } }