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