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A big and hacky player control script for a 2d platformer. I use the messengerHelper at the unity wiki located at http://wiki.unity3d.com/index.php?title=Advanced_CSharp_Messenger as a ligherweight message passing mechanism then Send message and C# events. That would be the only dependency.
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using System; | |
using UnityEngine; | |
using System.Collections; | |
//todo: Fix Attack Range | |
public class PlayerControlScript : MonoBehaviour | |
{ | |
#region Properties | |
private const string CharacterLayer = "Character"; | |
private const string DefaultLayer = "Default"; | |
private const int AttackOffset = 3; | |
public float AttackRange = 100; | |
[HideInInspector] | |
public bool | |
facingRight = true; | |
[HideInInspector] | |
public bool | |
jump = false; | |
[HideInInspector] | |
public bool | |
takeDamage = false; | |
[HideInInspector] | |
public bool | |
duck = false; | |
public float moveForce = 365f; // Amount of force added to move the player left and right. | |
public float maxSpeed = 5f; // The fastest the player can travel in the x axis. | |
public float jumpForce = 1000f; // Amount of force added when the player jumps. | |
public int Health = 100; | |
[HideInInspector] | |
public bool | |
qAttack = false; | |
[HideInInspector] | |
public bool | |
mAttack = false; | |
private RaycastHit2D Hit; | |
public SpriteRenderer AttackEffectRender; | |
private Transform groundCheck; // A position marking where to check if the player is grounded. | |
//private Transform attackCheck; // A position marking where to check if an enemy is in attackRange; | |
private bool grounded = false; // Whether or not the player is grounded. | |
private Animator anim; // Reference to the player's animator component. | |
#endregion Properties | |
void Start () | |
{ | |
Messenger.AddListener<Enemy,int> ("PlayerHit", OnPlayerHit); | |
} | |
void OnPlayerHit (Enemy sender, int damage) | |
{ | |
Debug.Log ("On Player Hit Fired"); | |
//score = GameObject.Find("Score").GetComponent<Score>(); | |
/* | |
var sprite = GetComponent<SpriteRenderer> (); | |
sprite.color = Color.red; | |
var camera = GameObject.FindGameObjectWithTag ("MainCamera"); | |
Hashtable ht = new Hashtable (); | |
ht.Add ("x", 2.0f); | |
ht.Add ("y", 2.0f); | |
ht.Add ("time", 0.5f); | |
iTween.ShakePosition (camera, ht); | |
*/ | |
//anim.SetTrigger (""); | |
TakeDamage (damage); | |
//sprite.color = Color.white; | |
} | |
void TakeDamage (int damage) | |
{ | |
Health -= damage; | |
} | |
void Awake () | |
{ | |
// Setting up references. | |
groundCheck = transform.Find ("groundCheck"); | |
anim = GetComponent<Animator> (); | |
} | |
void Flip () | |
{ | |
//Switch the way the player is labelled as facing. | |
facingRight = !facingRight; | |
// Multiply the player's x local scale by -1. | |
Vector3 theScale = transform.localScale; | |
theScale.x *= -1; | |
transform.localScale = theScale; | |
} | |
// Update is called once per frame | |
void Update () | |
{ | |
// The player is grounded if a linecast to the groundcheck position hits anything on the ground layer. | |
grounded = Physics2D.Linecast (transform.position, groundCheck.position, 1 << LayerMask.NameToLayer ("Ground")); | |
// If the jump button is pressed and the player is grounded then the player should jump. | |
if (Input.GetButtonDown ("Jump") && grounded) { | |
jump = true; | |
} | |
// If the fire button is pressed... | |
if (Input.GetButtonDown ("Fire1") && !qAttack) { | |
qAttack = true; | |
this.rigidbody2D.velocity = Vector2.zero; | |
this.rigidbody2D.angularVelocity = 0.0f; | |
} | |
// If the fire button is pressed... | |
if (Input.GetButtonDown ("Fire2") && !mAttack) { | |
mAttack = true; | |
this.rigidbody2D.velocity = Vector2.zero; | |
this.rigidbody2D.angularVelocity = 0.0f; | |
} | |
} | |
void FixedUpdate () | |
{ | |
//AttackEffectRender.sortingLayerName = DefaultLayer; | |
// Cache the horizontal input. | |
float h = Input.GetAxis ("Horizontal"); | |
// The Speed animator parameter is set to the absolute value of the horizontal input. | |
anim.SetFloat ("Speed", Mathf.Abs (h)); | |
// If the player is changing direction (h has a different sign to velocity.x) or hasn't reached maxSpeed yet... | |
if (h * rigidbody2D.velocity.x < maxSpeed) | |
// ... add a force to the player. | |
rigidbody2D.AddForce (Vector2.right * h * moveForce); | |
// If the player's horizontal velocity is greater than the maxSpeed... | |
if (Mathf.Abs (rigidbody2D.velocity.x) > maxSpeed) | |
// ... set the player's velocity to the maxSpeed in the x axis. | |
rigidbody2D.velocity = new Vector2 (Mathf.Sign (rigidbody2D.velocity.x) * maxSpeed, rigidbody2D.velocity.y); | |
// If the input is moving the player right and the player is facing left... | |
if (h > 0 && !facingRight) | |
// ... flip the player. | |
Flip (); | |
// Otherwise if the input is moving the player left and the player is facing right... | |
else if (h < 0 && facingRight) | |
// ... flip the player. | |
Flip (); | |
if (qAttack) { | |
OnAttacking (); | |
AttackEffectRender.sortingLayerName = CharacterLayer; | |
anim.SetTrigger ("qAttack"); | |
//Debug.Log("Show Attack Effect Range"); | |
qAttack = false; | |
} else if (mAttack) { | |
OnAttacking (); | |
anim.SetTrigger ("mAttack"); | |
//Debug.Log("Show Attack Effect Range"); | |
AttackEffectRender.sortingLayerName = CharacterLayer; | |
mAttack = false; | |
} else { | |
AttackEffectRender.sortingLayerName = DefaultLayer; | |
} | |
// If the player should jump... | |
if (jump) { | |
// Set the Jump animator trigger parameter. | |
anim.SetTrigger ("Jump"); | |
// Play a random jump audio clip. | |
//int i = Random.Range(0, jumpClips.Length); | |
//AudioSource.PlayClipAtPoint(jumpClips[i], transform.position); | |
// Add a vertical force to the player. | |
rigidbody2D.AddForce (new Vector2 (0f, jumpForce)); | |
// Make sure the player can't jump again until the jump conditions from Update are satisfied. | |
jump = false; | |
} | |
} | |
void OnAttacking () | |
{ | |
this.rigidbody2D.velocity = Vector2.zero; | |
this.rigidbody2D.angularVelocity = 0.0f; | |
AttackEffectRender.sortingLayerName = CharacterLayer; | |
var direction = (facingRight) ? Vector2.right : -Vector2.right; | |
//Debug.Log("Current Postion = "+transform.position); | |
var dir = (direction.x == Vector2.right.x) ? "right" : "left"; | |
//Debug.Log(string.Format("Attacking in the {0} direction", dir)); | |
//var postionOffset = new Vector2(transform.position.x+(direction.x*AttackOffset),transform.position.y); | |
var postionOffset = new Vector2 (transform.position.x + (direction.x * AttackOffset), transform.position.y); | |
Debug.Log (string.Format ("PlayerPosition = {0} Offset x = {1}", transform.position.x, postionOffset.x)); | |
Hit = Physics2D.Raycast (postionOffset, direction, AttackRange); | |
//Debug.Log(" Postion of collider = "+Hit.transform.position); | |
if (Hit.collider != null) { | |
//Debug.Log("Hit with a tag of = "+Hit.collider.tag); | |
if (Hit.collider.tag == "enemy") { | |
//Debug.Log("Hit Enemy "); | |
Messenger.Broadcast ("EnemyHit", this, Hit.collider.gameObject.GetComponent<Enemy> ().GetInstanceID (), 1); | |
} | |
} | |
} | |
void OnAttackComplete () | |
{ | |
AttackEffectRender.sortingLayerName = DefaultLayer; | |
} | |
/* | |
void SetFriction() | |
{ | |
if (!anim.GetBool("Jump")) | |
{ | |
` GetComponent<BoxCollider2D> ().sharedMaterial.friction = frictionOnTheGround; | |
//Debug.Log ("in the air friction =" + GetComponent<BoxCollider2D> ().sharedMaterial.friction); | |
} | |
else | |
{ | |
GetComponent<BoxCollider2D> ().sharedMaterial.friction = frictionInAir; | |
//Debug.Log("on the ground friction =" + GetComponent<BoxCollider2D> ().sharedMaterial.friction); | |
} | |
Debug.Log("Friction is " + GetComponent<BoxCollider2D> ().sharedMaterial.friction); | |
}*/ | |
} |
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