void Update() { // Get the Rewired Player object for this player and keep it for the duration of the character's lifetime player = ReInput.players.GetPlayer(playerId); // Get/Process input functions GetInput(); ProcessInput(); Debug.Log(SoulCount); //stunned mechanic...if player is stunned and still alive do this if (stunned == true && dead == false) { animator.enabled = false; //make ths stun icon appear if (stunIconShow) { GameObject stun = (Instantiate(stunIcon, new Vector3(stunIconLoc.transform.position.x, stunIconLoc.transform.position.y), mainCamera.transform.rotation)) as GameObject; Destroy(stun, 2f); stunIconShow = false; } //make sure both the shields collider and its renderer are off, however do setActive it to false. shield.gameObject.GetComponent <PolygonCollider2D>().enabled = false; shield.gameObject.GetComponent <SpriteRenderer>().enabled = false; //player can no longer move while dead. moveSpeed = 0f; //if the player is stunned, and it currently has its stun icon, make a call to UnStun method. if (stunIconToggle == true) { Invoke("UnStun", 2f); stunIconToggle = false; } rb.velocity = new Vector2(0f, 0f); } // If you are dead, turn off movement. if (dead == true) { rb.velocity = new Vector2(0f, 0f); } // Meleeing ability for the player if (meleeing) { GetComponent <Rigidbody2D>().velocity = -transform.up * moveSpeed * 3.5f; TrailPlay(); } else { TrailStop(); } // Shield power up...makes it very strong if (shieldPowerUp) { shield.GetComponent <FFAShieldScript>().cantBeStunned = true; } else if (!shieldPowerUp) { shield.GetComponent <FFAShieldScript>().cantBeStunned = false; } // Set the speed settings for the speed power up if (this.gameObject.CompareTag("Angel")) { if (GameObject.FindGameObjectWithTag("SpeedPowerUp") != null && GameObject.FindGameObjectWithTag("SpeedPowerUp").GetComponent <shotsPowerUp>().angelSpeedPowerUp) { if (!stunned && !dead) { moveSpeed = 20; slowMoveSpeed = 10; SpeedTrail.Play(); } } else if (GameObject.FindGameObjectWithTag("SpeedPowerUp") == null && PlayerPrefs.GetInt("moveSpeedModifier") == 0) { if (!stunned && !dead) { moveSpeed = 10; slowMoveSpeed = 5; SpeedTrail.Stop(); } } if (PlayerPrefs.GetInt("moveSpeedModifier") == 1) { moveSpeed = 20; slowMoveSpeed = 10; SpeedTrail.Play(); } } else if (this.gameObject.CompareTag("Demon")) { if (GameObject.FindGameObjectWithTag("SpeedPowerUp") != null && GameObject.FindGameObjectWithTag("SpeedPowerUp").GetComponent <shotsPowerUp>().demonSpeedPowerUp) { if (!stunned && !dead) { moveSpeed = 20; SpeedTrail.Play(); } } else if (GameObject.FindGameObjectWithTag("SpeedPowerUp") == null && PlayerPrefs.GetInt("moveSpeedModifier") == 0) { if (!stunned && !dead) { moveSpeed = 10; SpeedTrail.Stop(); } } if (PlayerPrefs.GetInt("moveSpeedModifier") == 1) { moveSpeed = 20; SpeedTrail.Play(); } } //If youre invincible aka just spawned, set the circle around you to active if (invincible) { invincibleShield.SetActive(true); } else { invincibleShield.SetActive(false); } }
void Update() { // Get the Rewired Player object for this player and keep it for the duration of the character's lifetime player = ReInput.players.GetPlayer(playerId); // Get/Process input functions GetInput(); ProcessInput(); // If you have the flag, you can't fire or shield, and make the flag follow player. if (hasFlag == true) { canFire = false; canShield = false; canMelee = false; if (this.gameObject.CompareTag("Angel")) { DemonFlag.transform.position = this.gameObject.transform.position; DemonFlag.transform.rotation = this.gameObject.transform.rotation; } else if (this.gameObject.CompareTag("Demon")) { AngelFlag.transform.position = this.gameObject.transform.position; AngelFlag.transform.rotation = this.gameObject.transform.rotation; } } //stunned mechanic...if player is stunned and still alive do this if (stunned == true && dead == false) { animator.SetBool("Idle", false); animator.SetBool("Stunned", true); //make ths stun icon appear if (stunIconShow) { GameObject stun = (Instantiate(stunIcon, new Vector3(stunIconLoc.transform.position.x, stunIconLoc.transform.position.y), mainCamera.transform.rotation)) as GameObject; Destroy(stun, 2f); stunIconShow = false; } //make sure both the shields collider and its renderer are off, however do setActive it to false. shield.gameObject.GetComponent <PolygonCollider2D>().enabled = false; shield.gameObject.GetComponent <SpriteRenderer>().enabled = false; //player can no longer move while dead. moveSpeed = 0f; //if the player is stunned, and it currently has its stun icon, make a call to UnStun method. if (stunIconToggle == true) { Invoke("UnStun", 2f); stunIconToggle = false; } rb.velocity = new Vector2(0f, 0f); } // If you are dead, turn off movement. if (dead == true) { rb.velocity = new Vector2(0f, 0f); } // Meleeing ability for the player if (meleeing) { //if meleeing move the player in a charge and release their trail GetComponent <Rigidbody2D>().velocity = -transform.up * moveSpeed * 3.5f; TrailPlay(); } else { TrailStop(); } // Shield power up...makes it very strong if (shieldPowerUp) { shield.GetComponent <ShieldScript>().cantBeStunned = true; } else if (!shieldPowerUp) { shield.GetComponent <ShieldScript>().cantBeStunned = false; } // Set the speed settings for the speed power up if (this.gameObject.CompareTag("Angel")) { if (GameObject.FindGameObjectWithTag("SpeedPowerUp") != null && GameObject.FindGameObjectWithTag("SpeedPowerUp").GetComponent <shotsPowerUp>().angelSpeedPowerUp) { //if the player is not stunned or dead but has the powerup move twice as fast if (!stunned && !dead) { moveSpeed = 20; slowMoveSpeed = 10; SpeedTrail.Play(); } }//if the player isnt stunned or dead but has no powerup move normally else if (GameObject.FindGameObjectWithTag("SpeedPowerUp") == null && PlayerPrefs.GetInt("moveSpeedModifier") == 0) { if (!stunned && !dead) { moveSpeed = 10; slowMoveSpeed = 5; SpeedTrail.Stop(); } } //this mode is for the modifier so the game isnt too crazy if played on powerups always on if (GameObject.FindGameObjectWithTag("SpeedPowerUp") == null && PlayerPrefs.GetInt("moveSpeedModifier") == 1) { if (!stunned && !dead) { moveSpeed = 15; slowMoveSpeed = 8; } } // indicator for if the player has the shot power up if (GameObject.FindGameObjectWithTag("ShotPowerUp") != null && GameObject.FindGameObjectWithTag("ShotPowerUp").GetComponent <shotsPowerUp>().angelShotPowerUp) { shotPowerTrail.Play(); } if (GameObject.FindGameObjectWithTag("ShotPowerUp") == null) { shotPowerTrail.Stop(); } } else if (this.gameObject.CompareTag("Demon")) { if (GameObject.FindGameObjectWithTag("SpeedPowerUp") != null && GameObject.FindGameObjectWithTag("SpeedPowerUp").GetComponent <shotsPowerUp>().demonSpeedPowerUp) { if (!stunned && !dead) { moveSpeed = 20; slowMoveSpeed = 10; SpeedTrail.Play(); } } else if (GameObject.FindGameObjectWithTag("SpeedPowerUp") == null && PlayerPrefs.GetInt("moveSpeedModifier") == 0) { if (!stunned && !dead) { moveSpeed = 10; slowMoveSpeed = 5; SpeedTrail.Stop(); } } if (GameObject.FindGameObjectWithTag("SpeedPowerUp") == null && PlayerPrefs.GetInt("moveSpeedModifier") == 1) { if (!stunned && !dead) { moveSpeed = 15; slowMoveSpeed = 8; } } if (GameObject.FindGameObjectWithTag("ShotPowerUp") != null && GameObject.FindGameObjectWithTag("ShotPowerUp").GetComponent <shotsPowerUp>().demonShotPowerUp) { shotPowerTrail.Play(); } if (GameObject.FindGameObjectWithTag("ShotPowerUp") == null) { shotPowerTrail.Stop(); } } //If youre invincible aka just spawned, set the circle around you to active if (invincible) { invincibleShield.SetActive(true); } else { invincibleShield.SetActive(false); } }