Пример #1
0
    void Movement()
    {
        if (Input.GetKey(KeyCode.W)) //move up
        {
            transform.Translate(Vector2.up * _speed * Time.deltaTime);
        }
        if (Input.GetKey(KeyCode.S)) // movedownwards
        {
            transform.Translate(Vector2.down * _speed * Time.deltaTime);
        }
        if (Input.GetKey(KeyCode.A)) //moved left
        {
            transform.Translate(Vector2.left * _speed * Time.deltaTime);
        }
        if (Input.GetKey(KeyCode.D))//move rigth
        {
            transform.Translate(Vector2.right * _speed * Time.deltaTime);
        }

        if (Input.GetKeyDown(KeyCode.R))//sword spawner at 0.17f 3.62f -0.09f
        {
            Debug.Log("Summoning a new sword");
            Instantiate(_spriteSword, new Vector3(0.17f, 2.70f, -0.09f), Quaternion.identity);
        }

        if (Input.GetKeyDown(KeyCode.T))//enemy spawner at -8.07f 0.047f -0.09
        {
            Debug.Log("Summoning a new enemy");
            Instantiate(_spawnEnemy, new Vector3(-8.07f, 0.047f, -0.09f), Quaternion.identity);
        }

        if (Input.GetKeyDown(KeyCode.E)) //picking up torch
        {
            if (_isFireNear == true)     //if the player is in the range of the fire make other check
            {
                if (_isFireOn == true)
                {
                    _sword            = _weapon.GetComponent <WeaponBehavoiur>();
                    _sword.durability = 0;
                    _weapon.SetActive(false);
                    _weapon1.SetActive(true);
                }
                else if (_isFireOn == false)
                {
                    Debug.Log("The fire is OFF");
                }
            }
            else if (_isFireNear == false)
            {
                Debug.Log("I cant reach the fire, its too far away");
            }
        }

        if (Input.GetKeyDown(KeyCode.Space)) //shout
        {
            Debug.Log("Invernalia!!");
        }
    }
Пример #2
0
 private void OnTriggerEnter2D(Collider2D other)
 {
     if (other.tag == "Weapon") // must solve a problem where if you hit the pickup with your weapon it pickup the item
     {
         //Debug.Log("Taking sword" + other.name);
         _sword = _weapon.GetComponent <WeaponBehavoiur>();
         if (_sword.durability < 10)  //temporarily removed due to a bug that causes the inability to re pick a sword after taking 1 and switching to a torch, to problem resides in the program looking the durability only and not if the sword is enabled
         {
             _weapon.SetActive(true);
             _sword.durability = 10;
             if (_weapon1 != null)
             {
                 _weapon1.SetActive(false);
             }
             Destroy(other.gameObject);
         }
     }
     if (other.tag == "Weapon1")
     {
         _weapon1.GetComponent <GameObject>();
         if (_weapon != null)
         {
             _sword            = _weapon.GetComponent <WeaponBehavoiur>();
             _sword.durability = 0;
             _weapon.SetActive(false);
         }
         _weapon1.SetActive(true);
         Destroy(other.gameObject);
     }
     if (other.tag == "Enemy")
     {
         Debug.Log("Auch");
     }
     if (other.name == "FireRange")
     {
         _isFireNear = true;
     }
     if (other.name == "FireOutRange")
     {
         _isFireNear = false;
     }
     if (other.tag == "WoodFire")
     {
         _isFireNear = true;
     }
 }