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using UnityEngine;
using System.Collections;
using UnityEngine.UI;
[RequireComponent(typeof(Player))]
public class PlayerInput : MonoBehaviour
{
Player player; //reference to player script
private Rigidbody2D m_Rigidbody2D;
public static bool m_FacingRight = true; // For determining which way the player is currently facing.
public Transform attackPoint; //point of attack
public Transform leftattackPoint; //point of attack
public Transform rightattackPoint; //point of attack
public Text timertext;
private float startTime;
public SpriteRenderer mySpriteRenderer; //to flip
public Animator animator;
private void Awake ()
{
m_Rigidbody2D = GetComponent<Rigidbody2D>();
}
void Start()
{
player = GetComponent<Player>();
startTime = Time.time;
}
void Update()
{
//timer things
float t = Time.time - startTime;
string minutes = ((int)t / 60).ToString();
string seconds = (t % 60).ToString("f2");
timertext.text = minutes + ":" + seconds;
Vector2 directionalInput = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); //
player.SetDirectionalInput(directionalInput); //pass in directional input
//set up attack positions so on turn the sword circle was in correct position
attackPoint.position = new Vector3(attackPoint.position.x, attackPoint.position.y, attackPoint.position.z);
leftattackPoint.position = new Vector3(leftattackPoint.position.x, leftattackPoint.position.y, attackPoint.position.z);
rightattackPoint.position = new Vector3(rightattackPoint.position.x, rightattackPoint.position.y, attackPoint.position.z);
//run animation
animator.SetFloat("Speed", Mathf.Abs(Input.GetAxisRaw("Horizontal")));
if (Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.LeftArrow)) //space down
{
if (mySpriteRenderer != null)
{
// flip the sprite
mySpriteRenderer.flipX = true;
attackPoint.position = new Vector3(leftattackPoint.position.x, leftattackPoint.position.y, attackPoint.position.z);
m_FacingRight = false;
}
}
if (Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.RightArrow)) //space down
{
mySpriteRenderer.flipX = false;
attackPoint.position = new Vector3(rightattackPoint.position.x, attackPoint.position.y, attackPoint.position.z);
m_FacingRight = true;
}
if (Input.GetKeyDown(KeyCode.Space)) //space down
{
SoundManagerScript.PlaySound("Jump");
player.OnJumpInputDown(); //call this method
}
if (Input.GetKeyUp(KeyCode.Space) || Input.GetKeyDown(KeyCode.W)) //release
{
player.OnJumpInputUp(); //call this method
}
}
}