Pink/Assets/Hero Knight - Pixel Art/Demo/HeroKnight.cs

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2020-09-23 00:54:30 +01:00
using UnityEngine;
using System.Collections;
public class HeroKnight : MonoBehaviour {
[SerializeField] float m_speed = 4.0f;
[SerializeField] float m_jumpForce = 7.5f;
[SerializeField] float m_rollForce = 6.0f;
[SerializeField] bool m_noBlood = false;
[SerializeField] GameObject m_slideDust;
private Animator m_animator;
private Rigidbody2D m_body2d;
private Sensor_HeroKnight m_groundSensor;
private Sensor_HeroKnight m_wallSensorR1;
private Sensor_HeroKnight m_wallSensorR2;
private Sensor_HeroKnight m_wallSensorL1;
private Sensor_HeroKnight m_wallSensorL2;
private bool m_grounded = false;
private bool m_rolling = false;
private int m_facingDirection = 1;
private int m_currentAttack = 0;
private float m_timeSinceAttack = 0.0f;
private float m_delayToIdle = 0.0f;
// Use this for initialization
void Start ()
{
m_animator = GetComponent<Animator>();
m_body2d = GetComponent<Rigidbody2D>();
m_groundSensor = transform.Find("GroundSensor").GetComponent<Sensor_HeroKnight>();
m_wallSensorR1 = transform.Find("WallSensor_R1").GetComponent<Sensor_HeroKnight>();
m_wallSensorR2 = transform.Find("WallSensor_R2").GetComponent<Sensor_HeroKnight>();
m_wallSensorL1 = transform.Find("WallSensor_L1").GetComponent<Sensor_HeroKnight>();
m_wallSensorL2 = transform.Find("WallSensor_L2").GetComponent<Sensor_HeroKnight>();
}
// Update is called once per frame
void Update ()
{
// Increase timer that controls attack combo
m_timeSinceAttack += Time.deltaTime;
//Check if character just landed on the ground
if (!m_grounded && m_groundSensor.State())
{
m_grounded = true;
m_animator.SetBool("Grounded", m_grounded);
}
//Check if character just started falling
if (m_grounded && !m_groundSensor.State())
{
m_grounded = false;
m_animator.SetBool("Grounded", m_grounded);
}
// -- Handle input and movement --
float inputX = Input.GetAxis("Horizontal");
// Swap direction of sprite depending on walk direction
if (inputX > 0)
{
GetComponent<SpriteRenderer>().flipX = false;
m_facingDirection = 1;
}
else if (inputX < 0)
{
GetComponent<SpriteRenderer>().flipX = true;
m_facingDirection = -1;
}
// Move
if (!m_rolling )
m_body2d.velocity = new Vector2(inputX * m_speed, m_body2d.velocity.y);
//Set AirSpeed in animator
m_animator.SetFloat("AirSpeedY", m_body2d.velocity.y);
// -- Handle Animations --
//Wall Slide
m_animator.SetBool("WallSlide", (m_wallSensorR1.State() && m_wallSensorR2.State()) || (m_wallSensorL1.State() && m_wallSensorL2.State()));
//Death
if (Input.GetKeyDown("e"))
{
m_animator.SetBool("noBlood", m_noBlood);
m_animator.SetTrigger("Death");
}
//Hurt
else if (Input.GetKeyDown("q"))
m_animator.SetTrigger("Hurt");
//Attack
else if(Input.GetMouseButtonDown(0) && m_timeSinceAttack > 0.25f)
{
m_currentAttack++;
// Loop back to one after third attack
if (m_currentAttack > 3)
m_currentAttack = 1;
// Reset Attack combo if time since last attack is too large
if (m_timeSinceAttack > 1.0f)
m_currentAttack = 1;
// Call one of three attack animations "Attack1", "Attack2", "Attack3"
m_animator.SetTrigger("Attack" + m_currentAttack);
// Reset timer
m_timeSinceAttack = 0.0f;
}
// Block
else if (Input.GetMouseButtonDown(1))
{
m_animator.SetTrigger("Block");
m_animator.SetBool("IdleBlock", true);
}
else if (Input.GetMouseButtonUp(1))
m_animator.SetBool("IdleBlock", false);
// Roll
else if (Input.GetKeyDown("left shift") && !m_rolling)
{
m_rolling = true;
m_animator.SetTrigger("Roll");
m_body2d.velocity = new Vector2(m_facingDirection * m_rollForce, m_body2d.velocity.y);
}
//Jump
else if (Input.GetKeyDown("space") && m_grounded)
{
m_animator.SetTrigger("Jump");
m_grounded = false;
m_animator.SetBool("Grounded", m_grounded);
m_body2d.velocity = new Vector2(m_body2d.velocity.x, m_jumpForce);
m_groundSensor.Disable(0.2f);
}
//Run
else if (Mathf.Abs(inputX) > Mathf.Epsilon)
{
// Reset timer
m_delayToIdle = 0.05f;
m_animator.SetInteger("AnimState", 1);
}
//Idle
else
{
// Prevents flickering transitions to idle
m_delayToIdle -= Time.deltaTime;
if(m_delayToIdle < 0)
m_animator.SetInteger("AnimState", 0);
}
}
// Animation Events
// Called in end of roll animation.
void AE_ResetRoll()
{
m_rolling = false;
}
// Called in slide animation.
void AE_SlideDust()
{
Vector3 spawnPosition;
if (m_facingDirection == 1)
spawnPosition = m_wallSensorR2.transform.position;
else
spawnPosition = m_wallSensorL2.transform.position;
if (m_slideDust != null)
{
// Set correct arrow spawn position
GameObject dust = Instantiate(m_slideDust, spawnPosition, gameObject.transform.localRotation) as GameObject;
// Turn arrow in correct direction
dust.transform.localScale = new Vector3(m_facingDirection, 1, 1);
}
}
}