Created
November 12, 2013 15:50
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using UnityEngine; | |
using System.Collections; | |
public class PlayerControl : MonoBehaviour | |
{ | |
[HideInInspector] | |
public bool facingRight = true; // For determining which way the player is currently facing. | |
[HideInInspector] | |
public bool jump = false; // Condition for whether the player should jump. | |
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 AudioClip[] jumpClips; // Array of clips for when the player jumps. | |
public float jumpForce = 1000f; // Amount of force added when the player jumps. | |
public AudioClip[] taunts; // Array of clips for when the player taunts. | |
public float tauntProbability = 50f; // Chance of a taunt happening. | |
public float tauntDelay = 1f; // Delay for when the taunt should happen. | |
private int tauntIndex; // The index of the taunts array indicating the most recent taunt. | |
private Transform groundCheck; // A position marking where to check if the player is grounded. | |
private bool grounded = false; // Whether or not the player is grounded. | |
private Animator anim; // Reference to the player's animator component. | |
void Awake() | |
{ | |
// Setting up references. | |
groundCheck = transform.Find("groundCheck"); | |
anim = GetComponent<Animator>(); | |
} | |
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; | |
} | |
void FixedUpdate () | |
{ | |
// 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 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 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; | |
} | |
public IEnumerator Taunt() | |
{ | |
// Check the random chance of taunting. | |
float tauntChance = Random.Range(0f, 100f); | |
if(tauntChance > tauntProbability) | |
{ | |
// Wait for tauntDelay number of seconds. | |
yield return new WaitForSeconds(tauntDelay); | |
// If there is no clip currently playing. | |
if(!audio.isPlaying) | |
{ | |
// Choose a random, but different taunt. | |
tauntIndex = TauntRandom(); | |
// Play the new taunt. | |
audio.clip = taunts[tauntIndex]; | |
audio.Play(); | |
} | |
} | |
} | |
int TauntRandom() | |
{ | |
// Choose a random index of the taunts array. | |
int i = Random.Range(0, taunts.Length); | |
// If it's the same as the previous taunt... | |
if(i == tauntIndex) | |
// ... try another random taunt. | |
return TauntRandom(); | |
else | |
// Otherwise return this index. | |
return i; | |
} | |
} |
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