Created
March 8, 2017 23:06
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using UnityEngine; | |
using System.Collections; | |
using UnityEngine.UI; | |
public class MCSAnimController : MonoBehaviour { | |
public Slider sprintSlider; | |
public Text scoreText; | |
public float runningCooldown; | |
public int turnSpeed; | |
private Animator anim; | |
private float walking; | |
private float turning; | |
private bool isRunning; | |
private int hitCount; | |
void Start () { | |
anim = GetComponent<Animator> (); | |
sprintSlider.value = 10.0f; | |
runningCooldown = 10.0f; | |
walking = 0.0f; | |
turning = 0.0f; | |
hitCount = 0; | |
isRunning = false; | |
} | |
void Update () { | |
walking = Input.GetAxis ("Vertical"); | |
anim.SetFloat ("walking", walking); | |
turning = Input.GetAxis ("Horizontal"); | |
transform.Rotate (new Vector3 (0.0f, turnSpeed * turning * Time.deltaTime)); | |
if (Input.GetKey (KeyCode.LeftShift)) { | |
if (runningCooldown > 3.0f) { | |
anim.SetFloat ("running", 1.0f); | |
isRunning = true; | |
} else if (isRunning && runningCooldown < 3.0f && runningCooldown > 0.0f){ | |
anim.SetFloat ("running", 1.0f); | |
isRunning = true; | |
} else { | |
anim.SetFloat ("running", 0.0f); | |
isRunning = false; | |
} | |
} else { | |
anim.SetFloat ("running", 0.0f); | |
isRunning = false; | |
} | |
if (isRunning) { | |
if (runningCooldown <= 0.0f) { | |
anim.SetFloat ("running", 0.0f); | |
} else { | |
runningCooldown -= 1.0f * Time.deltaTime; | |
sprintSlider.value = runningCooldown; | |
} | |
} else { | |
if (runningCooldown < 10.0f) { | |
runningCooldown += 0.3f * Time.deltaTime; | |
sprintSlider.value = runningCooldown; | |
} | |
} | |
} | |
void OnTriggerEnter(Collider other){ | |
other.gameObject.GetComponent<Renderer>().enabled = false; | |
hitCount++; | |
scoreText.text = "Energy Cans: " + hitCount.ToString(); | |
if (runningCooldown < 10.0f) { | |
if (runningCooldown < 5.0f) { | |
runningCooldown += 5.0f; | |
} else { | |
runningCooldown = 10.0f; | |
} | |
} | |
StartCoroutine(ObjRespawn (other)); | |
} | |
IEnumerator ObjRespawn(Collider other){ | |
yield return new WaitForSeconds(30); | |
other.gameObject.GetComponent<Renderer>().enabled = true; | |
} | |
} |
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