Created
January 25, 2018 21:43
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newPC
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class playerController : MonoBehaviour { | |
public float moveSpeed; | |
public float jumpHeight; | |
public Rigidbody2D playerRB; | |
public GameObject weaponHolder; | |
ItemDatabase database; | |
private int hpPlayer; | |
public float warmthPlayer = 100f; | |
public float hungerPlayer = 100f; | |
public GameObject[] inventoryPlayer; | |
public Inventory inv; | |
public Item item; | |
private string gogo; | |
public int HpPlayer { | |
get | |
{ | |
return hpPlayer; | |
} | |
set | |
{ | |
hpPlayer = value; | |
} | |
} | |
void Start () { | |
playerRB = GetComponent<Rigidbody2D> (); | |
inv = GameObject.Find ("Inventory").GetComponent<Inventory> (); | |
} | |
public void EquipItem(string itemLoc, int slot, bool equipDifferentWeapon){ | |
Debug.Log ("descrption: " + itemLoc); | |
if (weaponHolder.transform.childCount > 0) { //If the weaponholder is holding a weapon already | |
if (equipDifferentWeapon == true) { //If player is tryin to equip a NEW/DIFFERENT item | |
Destroy (weaponHolder.transform.GetChild (0).gameObject); | |
UnityEngine.Object pPrefab = Resources.Load (itemLoc); | |
GameObject prefabWeapon = (GameObject)GameObject.Instantiate (pPrefab, transform.localPosition, Quaternion.identity, weaponHolder.transform); | |
} | |
} else { | |
UnityEngine.Object pPrefab = Resources.Load (itemLoc); | |
GameObject prefabWeapon = (GameObject)GameObject.Instantiate (pPrefab, transform.localPosition, Quaternion.identity, weaponHolder.transform); | |
Debug.Log ("you weren't carrying ANY weapon, so you've been assigned the weapon ID of what is in Slot zero"); | |
} | |
} | |
public void IdentifyWeapon(int id){ | |
if (weaponHolder.transform.childCount > 0 && inv.slots [id].gameObject.transform.childCount != 0) { | |
Debug.Log ("You have something equipped. So we'll have to swap that out"); | |
int newItem = inv.slots [id].gameObject.transform.GetChild (0).GetComponent<ItemData> ().item.Id; | |
int currentItemEquipped = weaponHolder.transform.GetChild (0).GetComponent<ItemID> ().itemID; | |
if (newItem == currentItemEquipped) { | |
Debug.Log ("You already have this equipped.. Doing nothing"); | |
string go = inv.slots [id].gameObject.transform.GetChild(0).GetComponent<ItemData> ().item.Go; | |
EquipItem (go, id, false); | |
} else { | |
string go = inv.slots [id].gameObject.transform.GetChild(0).GetComponent<ItemData> ().item.Go; | |
EquipItem (go, id, true); | |
} | |
} else //There is nothing in your weaponHolder | |
{ | |
Debug.Log ("You have nothing in Slot 01"); | |
if (inv.slots [id].transform.childCount == 0) { | |
//inv.AddItem (id); | |
Debug.Log("You don't have any items in Slot: " + id); | |
} else { | |
string go = inv.slots [id].gameObject.transform.GetChild(0).GetComponent<ItemData> ().item.Go; //Gets the prefab path from our json items file | |
EquipItem (go, id, false); | |
} | |
} | |
} | |
void FixedUpdate(){ | |
} | |
void Update(){ | |
moveCharacter (); | |
} | |
void moveCharacter(){ | |
if (Input.GetKey (KeyCode.D)) { | |
playerRB.AddForce (transform.right * moveSpeed); | |
} | |
if (Input.GetKey (KeyCode.A)) { | |
playerRB.AddForce (transform.right * -moveSpeed); | |
} | |
if (Input.GetKeyDown (KeyCode.Space)) { | |
playerRB.AddForce (transform.up * jumpHeight); | |
} | |
if (Input.GetKeyDown (KeyCode.Alpha1)) { | |
IdentifyWeapon (0); | |
} | |
if (Input.GetKeyDown (KeyCode.Alpha2)) { | |
IdentifyWeapon (1); | |
} | |
if (Input.GetKeyDown (KeyCode.Alpha3)) { | |
IdentifyWeapon (2); | |
} | |
if (Input.GetKeyDown (KeyCode.Alpha4)) { | |
IdentifyWeapon (3); | |
} | |
if (Input.GetKeyDown (KeyCode.Alpha5)) { | |
IdentifyWeapon (4); | |
} | |
if (Input.GetKeyDown (KeyCode.Alpha6)) { | |
IdentifyWeapon (5); | |
} | |
if (Input.GetKeyDown (KeyCode.Alpha7)) { | |
IdentifyWeapon (6); | |
} | |
if (Input.GetKeyDown (KeyCode.Alpha8)) { | |
IdentifyWeapon (7); | |
} | |
} | |
} |
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