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252 lines (204 loc) · 6.01 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using System;
public class DracoController : MonoBehaviour //You should change name to PlayerController
{
private Rigidbody2D rb;
private SpriteRenderer spriteRenderer;
private Animator animator;
private enum State { idle, running, jumping, landing, hurt, attack, dead };
private State state = State.idle;
private Collider2D collider;
public Transform attackPoint;
public float attackRange = 0.1f;
[SerializeField] private LayerMask Ground;
[SerializeField] private LayerMask enemyLayers;
public int currentHealth = 100;
public Text Health;
// PHYSICS PARAMETERS
public float speed = 4.0f;
public float jumpSpeed = 2.0f;
private float attackTimer = 0.0f;
private float hurtTimer = 0.0f;
private float deathTimer = 18.0f;
//private bool isDead = false;
//private float jumpdirection = 1.0f;
//private int maxHealth = 100;
void Start()
{
rb = GetComponent<Rigidbody2D>();
animator = GetComponent<Animator>();
collider = GetComponent<Collider2D>();
spriteRenderer = GetComponent<SpriteRenderer>();
}
private void FixedUpdate()
{
Debug.Log(currentHealth);
if (currentHealth <= 0)
{
state = State.dead;
Debug.Log("Draco is dead!");
deathTimer -= 1.0f;
if (deathTimer == 0.0f)
{
Destroy(gameObject);
GameOver();
}
}
// Health UI
Health.text = currentHealth.ToString();
if (currentHealth > 0)
{
if (state != State.attack && state != State.hurt)
{
Movement();
}
MovementState();
}
animator.SetInteger("state", (int)state);
}
private void Movement()
{
if (Input.GetKey("right"))
{
rb.velocity = new Vector2(speed, rb.velocity.y);
spriteRenderer.flipX = false;
}
else if (Input.GetKey("left"))
{
rb.velocity = new Vector2(-speed, rb.velocity.y);
spriteRenderer.flipX = true;
}
else
{
state = State.idle;
}
if (Input.GetButton("Jump") && collider.IsTouchingLayers(Ground))
{
Jump();
state = State.jumping;
}
if (Input.GetKeyDown(KeyCode.F) && collider.IsTouchingLayers(Ground))
{
state = State.attack;
attackTimer = 20.0f;
AttackMove();
}
}
private void Jump()
{
rb.velocity = new Vector2(rb.velocity.x, jumpSpeed);
//state = State.jumping;
}
private void MovementState()
{
// Horizontal Movement
if (Mathf.Abs(rb.velocity.x) > 2.0f && collider.IsTouchingLayers(Ground) && state != State.hurt)
{
if (state != State.attack)
{
state = State.running;
}
}
else if (rb.velocity.y > 0.1f)
{
state = State.jumping;
}
else if (state == State.attack)
{
attackTimer -= 1.0f;
if (attackTimer == 0.0f)
{
state = State.idle;
Movement();
}
}
else if (state == State.hurt)
{
hurtTimer -= 1.0f;
if (hurtTimer == 0.0f)
{
state = State.idle;
}
}
else if (rb.velocity.y < 0.01f)
{
state = State.landing;
if (collider.IsTouchingLayers(Ground))
{
state = State.idle;
}
}
else
{
state = State.idle;
}
}
private void AttackMove()
{
Collider2D[] hitEnemies = Physics2D.OverlapCircleAll(attackPoint.position, attackRange, enemyLayers); //since new array is being created in every frame
foreach(Collider2D enemy in hitEnemies)
{
if (enemy.name == "Skeleton")
{
enemy.GetComponent<SkeletonController>().TakeDamage(100);
Debug.Log("Skeleton damaged!");
}
else if (enemy.name == "Gato")
{
enemy.GetComponent<GatoController>().TakeDamage(100);
Debug.Log("Gato damaged!");
}
else if (enemy.name == "Ghost")
{
enemy.GetComponent<GhostController>().TakeDamage(100);
Debug.Log("Ghost damaged!");
}
else if (enemy.name == "Ghost Halo")
{
enemy.GetComponent<GhostHalo>().TakeDamage(100);
Debug.Log("Ghost Halo damaged!");
}
}
}
private void OnCollisionEnter2D(Collision2D enemy)
{
if (enemy.gameObject.name == "Ghost" || enemy.gameObject.name == "Skeleton" || enemy.gameObject.name == "Gato" || enemy.gameObject.name == "Ghost Halo")
{
state = State.hurt;
Debug.Log("State is hurt");
if (spriteRenderer.flipX == false)
{
currentHealth -= 25;
rb.velocity = new Vector2(-20.0f, rb.velocity.y);
hurtTimer = 35.0f;
}
else
{
currentHealth -= 25;
state = State.hurt;
rb.velocity = new Vector2(20.0f, rb.velocity.y);
hurtTimer = 35.0f;
}
}
else if (enemy.gameObject.name == "Spike Collider" || enemy.gameObject.name == "Mountain Collider")
{
currentHealth = 0;
}
}
void GameOver()
{
SceneManager.LoadScene("Game Over");
}
void OnDrawGizmosSelected()
{
if (attackPoint == null)
{
return;
}
Gizmos.DrawWireSphere(attackPoint.position, attackRange);
}
}