//This function checks what key is pressed + changes player's move state void CheckKey() { if (Input.GetKey(KeyCode.W)) //Up { currentState = directionState.up; } else if (Input.GetKey(KeyCode.S)) //Down { currentState = directionState.down; } else if (Input.GetKey(KeyCode.A)) //Left { currentState = directionState.left; myRenderer.flipX = false; } else if (Input.GetKey(KeyCode.D)) //Right { currentState = directionState.right; myRenderer.flipX = true; } else { currentState = directionState.none; //None } }
void OnCollisionEnter2D(Collision2D other) { if (other.gameObject.tag == "LeftWall") { direction = directionState.Right; StartCoroutine(MoveDown()); } else if (other.gameObject.tag == "RightWall") { direction = directionState.Left; StartCoroutine(MoveDown()); } }
private void OnLoad() { string playerToLoad = GManager.Instance.ReadNextObjectToLoad(); _thisTransform.name = GManager.FindStringParameterInObject(playerToLoad, "_thisTransform.name"); _thisTransform.position = GManager.FindVector3InObject(playerToLoad, "_thisTransform.position"); _rigidbody.velocity = GManager.FindVector2InObject(playerToLoad, "_rigidbody.velocity"); health = GManager.FindFloatParamInSObject(playerToLoad, "Player.health"); _directionState = (directionState)Enum.Parse(typeof(directionState), GManager.FindStringParameterInObject(playerToLoad, "Player._directionState", "", "")); _forceState = (forceState)Enum.Parse(typeof(forceState), GManager.FindStringParameterInObject(playerToLoad, "Player._forceState", "", "")); _moveState = (moveState)Enum.Parse(typeof(moveState), GManager.FindStringParameterInObject(playerToLoad, "Player._moveState", "", "")); _lowHealthWarning = false; UIPlayer.SetHealth(health); }
private void DirectionSwitch(float _direction) { if (_direction != 0) { direction = _direction; } if (direction > 0) { _directionState = directionState.right; } else if (direction < 0) { _directionState = directionState.left; } }
// Use this for initialization void Awake() { rb = GetComponent <Rigidbody2D>(); interpolation = Random.Range(5, 75); if (transform.position.x < 0) { direction = directionState.Right; } else { direction = directionState.Left; } StartCoroutine(AILoop()); gamemanager = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameManager>(); }
void CheckKey() //grabs each piece of code that moves the character depending on the key they press { if (Input.GetKey(KeyCode.W)) { currentState = directionState.up; } else if (Input.GetKey(KeyCode.S)) { currentState = directionState.down; } else if (Input.GetKey(KeyCode.A)) { currentState = directionState.left; } else if (Input.GetKey(KeyCode.D)) { currentState = directionState.right; } else { currentState = directionState.none; Debug.Log("No key pressed"); } }