// Update is called once per frame void Update() { float horizontal = Input.GetAxis("Horizontal"); float vertical = Input.GetAxis("Vertical"); Vector2 move = new Vector2(horizontal, vertical); if (!Mathf.Approximately(move.x, 0.0f) || !Mathf.Approximately(move.y, 0.0f)) { lookDirection.Set(move.x, move.y); lookDirection.Normalize(); } animator.SetFloat("Move X", lookDirection.x); animator.SetFloat("Move Y", lookDirection.y); animator.SetFloat("Speed", move.magnitude); Vector2 position = rigidbody2d.position; position = position + move * speed * Time.deltaTime; rigidbody2d.MovePosition(position); if (isInvincible) { invincibleTimer -= Time.deltaTime; if (invincibleTimer < 0) { isInvincible = false; } } else { InvincibilityEffect.Stop(); } if (Input.GetKeyDown(KeyCode.C)) { Launch(); this.PlaySound(throwCog); } if (Input.GetKeyDown(KeyCode.X)) { RaycastHit2D hit = Physics2D.Raycast(rigidbody2d.position + Vector2.up * 0.2f, lookDirection, 1.5f, LayerMask.GetMask("NPC")); if (hit.collider != null) { NonPlayableCharacter character = hit.collider.GetComponent <NonPlayableCharacter>(); if (character != null) { character.DisplayDialog(); } } } }
// Update is called once per frame void Update() { horizontal = Input.GetAxis("Horizontal"); vertical = Input.GetAxis("Vertical"); if (isInvincible) { invincibleTimer -= Time.deltaTime; if (invincibleTimer < 0) { isInvincible = false; } } Vector2 move = new Vector2(horizontal, vertical); if (!Mathf.Approximately(move.x, 0.0f) || !Mathf.Approximately(move.y, 0.0f)) { lookDirection.Set(move.x, move.y); lookDirection.Normalize(); } animator.SetFloat("Look X", lookDirection.x); animator.SetFloat("Look Y", lookDirection.y); animator.SetFloat("Speed", move.magnitude); if (Input.GetKeyDown(KeyCode.C)) { LaunchProjectile(); } if (Input.GetKeyDown(KeyCode.X)) { // position of the center of the player sprite Vector2 waistPosition = playerRb.position + Vector2.up * 0.2f; RaycastHit2D hit = Physics2D.Raycast(waistPosition, lookDirection, 1.5f, LayerMask.GetMask("NPC")); if (hit.collider != null) // hits NPC { NonPlayableCharacter npc = hit.collider.GetComponent <NonPlayableCharacter>(); if (npc != null) { npc.DisplayDialog(); } } } }
// Update is called once per frame void Update() { float horizontal = Input.GetAxis("Horizontal"); float vertical = Input.GetAxis("Vertical"); Vector2 move = new Vector2(horizontal, vertical); this.Animate(move); Vector2 position = rigidbody2d.position; position = position + move * Speed * Time.deltaTime; rigidbody2d.MovePosition(position); if (isInvincible) { invincibleTimer -= Time.deltaTime; if (invincibleTimer < 0) { isInvincible = false; } } if (Input.GetKeyDown(KeyCode.C)) { Launch(); } if (Input.GetKeyDown(KeyCode.X)) { RaycastHit2D hit = Physics2D.Raycast(rigidbody2d.position + Vector2.up * 0.2f, lookDirection, 1.5f, LayerMask.GetMask("NPC")); if (hit.collider != null) { NonPlayableCharacter character = hit.collider.GetComponent <NonPlayableCharacter>(); if (character != null) { character.DisplayDialog(); } } } }
// Update is called once per frame void Update() { horizontal = Input.GetAxis("Horizontal"); vertical = Input.GetAxis("Vertical"); Vector2 move = new Vector2(horizontal, vertical); if (!Mathf.Approximately(move.x, 0.0f) || !Mathf.Approximately(move.y, 0.0f)) { lookDirection.Set(move.x, move.y); lookDirection.Normalize(); } if (gameOver == true) { if (level == 2) { if (Input.GetKeyDown(KeyCode.R)) { SceneManager.LoadScene("MainScene"); // this loads the currently active scene } } if (level == 1) { if (Input.GetKeyDown(KeyCode.R)) { SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); // this loads the currently active scene } } } if (Input.GetKeyDown(KeyCode.T)) { tutorial = true; PlaySound(teleportSound); tutorialUI.text = "Tutorial Mode"; } if (Input.GetKeyDown(KeyCode.F)) { tutorial = false; PlaySound(teleportSound); tutorialUI.text = "Ready to go!"; } if (tutorial == false) { if (Input.GetKeyDown(KeyCode.N)) { SceneManager.LoadScene("MainScene"); // this loads the currently active scene } } if (tutorial == true) { if (Input.GetKeyDown(KeyCode.M)) { SceneManager.LoadScene("Level 3"); // this loads the currently active scene } } if (Input.GetKey("escape")) { Application.Quit(); } animator.SetFloat("Look X", lookDirection.x); animator.SetFloat("Look Y", lookDirection.y); animator.SetFloat("Speed", move.magnitude); if (isInvincible) { invincibleTimer -= Time.deltaTime; if (invincibleTimer < 0) { isInvincible = false; } } if (Input.GetKeyDown(KeyCode.C)) { Launch(); } if (Input.GetKeyDown(KeyCode.X)) { RaycastHit2D hit = Physics2D.Raycast(rigidbody2d.position + Vector2.up * 0.2f, lookDirection, 1.5f, LayerMask.GetMask("NPC")); if (hit.collider != null) { NonPlayableCharacter character = hit.collider.GetComponent <NonPlayableCharacter>(); if (character != null) { if (scoreValue == 5) { levelChange(); } character.DisplayDialog(); PlaySound(jambiSound); } } } ammoUI.text = "Cogs: " + ammo.ToString(); }
// Update is called once per frame void Update() { EnemyCount count = fixTracker.gameObject.GetComponent <EnemyCount>(); if (count.fixCount == count.fixRequired && canPlay == true) { PlaySound(victory); canPlay = false; } horizontal = Input.GetAxis("Horizontal"); vertical = Input.GetAxis("Vertical"); if (Input.GetKeyDown(KeyCode.X) || Input.GetButtonDown("Fire1")) { //RaycastHit2D hit = Physics2D.Raycast(rigidbody2d.position + Vector2.zero * 0.2f, lookDirection, 1.5f, LayerMask.GetMask("NPC")); RaycastHit2D hit = Physics2D.Raycast(rigidbody2d.position + Vector2.down * 0.2f, lookDirection, 1.5f, LayerMask.GetMask("NPC")); if (hit.collider != null) { Debug.Log("Raycast has hit the object " + hit.collider.gameObject); NonPlayableCharacter character = hit.collider.GetComponent <NonPlayableCharacter>(); if (character != null) { character.DisplayDialog(); } else { //ResourceCube(); ResourceCube cube = hit.collider.GetComponent <ResourceCube>(); cube.GetResources(); Destroy(hit.collider.gameObject); } } } //if(Input.GetKeyDown(KeyCode.C) && ammo > 0) //{ // Launch(); // PlaySound(throwSound); //} if (Input.GetButtonDown("Fire3") && ammo > 0) { Launch(); PlaySound(throwSound); } Vector2 move = new Vector2(horizontal, vertical); if (!Mathf.Approximately(move.x, 0.0f) || !Mathf.Approximately(move.y, 0.0f)) { lookDirection.Set(move.x, move.y); lookDirection.Normalize(); } animator.SetFloat("Look X", lookDirection.x); animator.SetFloat("Look Y", lookDirection.y); animator.SetFloat("Speed", move.magnitude); if (isInvincible) { invincibleTimer -= Time.deltaTime; if (invincibleTimer < 0) { isInvincible = false; } } if (currentHealth <= 0) { SceneManager.LoadScene(currentScene.name); } }