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Silverkeep/Guardian of Silverkeep/Assets/Scripts/Hero.cs
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using UnityEngine; | |
using System.Collections; | |
public class Hero: MonoBehaviour | |
{ | |
#region Fields | |
public float HeroMoveSpeed; | |
public int Health; | |
public int Score; | |
public GameObject Hero_Attack_03_Prefab; | |
public GameObject Hero_Attack_02_Prefab; | |
public GameObject Hero_Attack_01_Prefab; | |
public Vector3 Face; | |
private float lastX; | |
private float lastZ; | |
//stuff for blinks | |
private float blinkRate = 0.1f; | |
private int numberOfTimesToBlink = 10; | |
private int blinkCount = 0; | |
//for cooldown | |
private float coolDownPeriodInSeconds = 0.4f; | |
private float timeStamp; | |
//C controller test | |
public float speed = 6.0F; | |
private Vector3 moveDirection = Vector3.zero; | |
enum State | |
{ | |
Playing, | |
Invincible, | |
Dead | |
} | |
private State state; | |
enum AttackState | |
{ | |
Attack01 = 1, | |
Attack02 = 2, | |
Attack03 = 3 | |
} | |
private AttackState attack = AttackState.Attack01; | |
#endregion | |
// Use this for initialization | |
void Start () { | |
state = State.Playing; | |
timeStamp = Time.time + coolDownPeriodInSeconds; | |
Screen.lockCursor = true; | |
Screen.showCursor = false; | |
} | |
// Update is called once per frame\ | |
/* | |
void FixedUpdate() | |
{ | |
rigidbody.MovePosition(rigidbody.position + Vector3.forward * Time.deltaTime); | |
} | |
*/ | |
void Update () | |
{ | |
// if(Input.GetKey(KeyCode.Escape)) | |
// Screen.lockCursor = false; | |
// else | |
// Screen.lockCursor = true; | |
if (state != State.Dead) | |
{ | |
#region PlayerMovement | |
//moving control | |
CharacterController controller = GetComponent<CharacterController>(); | |
moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); | |
//moveDirection = transform.TransformDirection(moveDirection); | |
moveDirection *= speed; | |
controller.Move(moveDirection * Time.deltaTime); | |
if(transform.position.y != 0) | |
transform.Translate(0, -transform.position.y, 0); | |
Face = new Vector3(lastX,0,lastZ); | |
//Face the hero to the direction he's moving | |
// transform.LookAt(transform.position + Face);//not using this atm | |
//transform.LookAt(Forward); | |
#endregion | |
#region PlayerAttacks | |
if (Input.GetAxisRaw("Horizontal") != 0 && lastX != Input.GetAxisRaw("Horizontal")) | |
{ | |
lastZ = 0; | |
lastX = Input.GetAxisRaw("Horizontal"); | |
} | |
if (Input.GetAxisRaw("Vertical") != 0 && lastZ != Input.GetAxisRaw("Vertical")) | |
{ | |
lastX = 0; | |
lastZ = Input.GetAxisRaw("Vertical"); | |
} | |
if(Input.GetKeyDown("1")) | |
{ | |
attack = AttackState.Attack01; | |
} | |
if(Input.GetKeyDown("2")) | |
{ | |
attack = AttackState.Attack02; | |
} | |
if(Input.GetKeyDown("3")) | |
{ | |
//Vector3 position = new Vector3(transform.position.x ,0 , transform.position.z); | |
attack = AttackState.Attack03; | |
} | |
if(Input.GetKeyDown("4")) | |
//if(Input.GetMouseButtonDown) | |
{ | |
attackFunc(); | |
} | |
} | |
#endregion | |
} | |
void attackFunc() | |
{ | |
if (timeStamp <= Time.time) | |
{ | |
if(attack == AttackState.Attack01) | |
{ | |
Vector3 positionAttack01 = new Vector3(transform.position.x + lastX * 2 ,0, transform.position.z + lastZ * 2); | |
Instantiate(Hero_Attack_01_Prefab , positionAttack01 , Quaternion.identity); | |
} | |
if (attack == AttackState.Attack02) | |
{ | |
Vector3 positionAttack02 = new Vector3(transform.position.x + lastX * 2 ,0, transform.position.z + lastZ * 2); | |
Instantiate(Hero_Attack_02_Prefab , positionAttack02 , Quaternion.identity); | |
} | |
if(attack == AttackState.Attack03) | |
{ | |
Vector3 position = new Vector3(transform.position.x ,0 , transform.position.z); | |
Instantiate(Hero_Attack_03_Prefab , position , Quaternion.identity); | |
} | |
timeStamp = Time.time + coolDownPeriodInSeconds; | |
} | |
//else | |
// Debug.Log("something is wrong"); | |
//return 0; | |
} | |
/*void OnTriggerEnter(Collider otherObject) | |
{ | |
//Debug.Log ("got hit"); | |
if (otherObject.tag == "Enemy" && state == State.Playing) | |
{ | |
StartCoroutine(gotHitCoroutine()); | |
} | |
} | |
*/ | |
//when gothit, become invincible and blink for a short while | |
IEnumerator gotHitCoroutine() | |
{ | |
state = State.Invincible; | |
gameObject.renderer.enabled = false; | |
while (blinkCount < numberOfTimesToBlink) | |
{ | |
gameObject.renderer.enabled = !gameObject.renderer.enabled; | |
if(gameObject.renderer.enabled == true) | |
blinkCount++; | |
yield return new WaitForSeconds(blinkRate); | |
} | |
blinkCount = 0; | |
state = State.Playing; | |
} | |
//called by enemy collide or enemy ammo unit to lose health and start invincible-blink coroutin | |
void heroGotHit(int dmg) | |
{ | |
if(state == State.Playing) | |
{ | |
this.Health -= dmg; | |
if(this.Health > 0) | |
StartCoroutine(gotHitCoroutine()); | |
else state = State.Dead; | |
} | |
} | |
//add score, called by joystone | |
void heroGotCoin(int Coin) | |
{ | |
Score += Coin; | |
} | |
#region simpleUI | |
void OnGUI() | |
{ | |
BuildUI(); | |
} | |
void BuildUI() | |
{ | |
GUI.Label(new Rect(10, 10, 120, 20), "Score: " + Score); | |
GUI.Label(new Rect(10, 30, 60, 20), "Lives: " + Health); | |
GUI.Label(new Rect(10, 50, 180, 30), "Form: Attack" + attack); | |
} | |
#endregion | |
} |