CUBE DASH

This commit is contained in:
Arlo Filley 2024-11-22 22:58:34 +00:00
parent 373211a586
commit 3d763eef0b
4 changed files with 201 additions and 37 deletions

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@ -38,7 +38,7 @@ RenderSettings:
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m_Sun: {fileID: 705507994}
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m_UseRadianceAmbientProbe: 0
--- !u!157 &3
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@ -564,12 +564,19 @@ MonoBehaviour:
backwardKey: 111
leftKey: 97
rightKey: 101
speed: 5
moveDirection: {x: 0, y: 0, z: 0}
rb: {fileID: 1261174834}
speed: 10
curSpeed: 0
dashSpeed: 20
dashDuration: 0.3
dashCooldown: 2
dashKey: 304
canDash: 1
dashCooldownTimer: 0
enemyTag: Enemy
invulnerabilityTimeSeconds: 1.92
lastHit: 0
lives: 3
metalPipe: {fileID: 932053744}
rb: {fileID: 1261174834}
--- !u!65 &1261174830
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@ -658,7 +665,7 @@ Rigidbody:
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@ -1,10 +1,10 @@
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class PlayerController : MonoBehaviour
{
[Header("Keybinds")]
@ -15,31 +15,31 @@ public class PlayerController : MonoBehaviour
[Header("Speed")]
public float speed = 5;
public float curSpeed = 0f;
[Header("Dash")]
public float dashSpeed = 10;
public float dashDuration = 0.3f; // Dash duration
public float dashCooldown = 2f;
public KeyCode dashKey = KeyCode.LeftShift;
public bool canDash = true;
public float dashCooldownTimer = 0f;
[Header("Lives")]
public string enemyTag = "Enemy";
public float invulnerabilityTimeSeconds = 0.25f;
public float lastHit = 0;
public int lives = 3;
public GameObject[] hearts;
[Header("Audio")]
public AudioSource metalPipe;
[Header("Player Object")]
public Vector3 moveDirection;
public Rigidbody rb;
private float lastHit = 0f;
void Start()
{
if (hearts.Length != 3)
{
Debug.LogError("Hearts array not properly configured. Expected length 3.");
enabled = false;
return;
}
if (!TryGetComponent(out rb))
{
Debug.LogError("Rigidbody not found!");
@ -53,37 +53,87 @@ public class PlayerController : MonoBehaviour
void Update()
{
moveDirection = PlayerInput();
rb.velocity = moveDirection.normalized * speed;
curSpeed = speed;
Vector3 moveDirection = GetPlayerDirection().normalized;
if (Input.GetKey(dashKey) && canDash)
{
StartCoroutine(DashCooldown()); // Start Dash Coroutine when dash is pressed
curSpeed = dashSpeed;
rb.velocity = new Vector3(
moveDirection.x * curSpeed,
rb.velocity.y,
moveDirection.z * curSpeed
);
}
else if (Mathf.Pow(rb.velocity.x, 2) + Mathf.Pow(rb.velocity.z, 2) < speed)
{
rb.AddForce(new Vector3 (moveDirection.x * curSpeed, 0, moveDirection.z * curSpeed), ForceMode.Force);
}
}
Vector3 PlayerInput()
void HandleDash()
{
Vector3 direction = Vector3.zero;
if (Input.GetKey(rightKey)) direction.x += 1f;
if (Input.GetKey(leftKey)) direction.x -= 1f;
if (Input.GetKey(forwardKey)) direction.z += 1f;
if (Input.GetKey(backwardKey)) direction.z -= 1f;
return direction;
}
IEnumerator DashCooldown()
{
// Start dash
canDash = false;
Vector3 dashDirection = GetPlayerDirection().normalized;
rb.velocity = dashDirection * dashSpeed; // Apply dash velocity
// Wait for the dash to finish
yield return new WaitForSeconds(dashDuration);
// End dash: reset velocity and start cooldown
rb.velocity = Vector3.zero; // Optionally reset velocity after dash (for more control)
dashCooldownTimer = dashCooldown;
// Wait for cooldown
yield return new WaitForSeconds(dashCooldown);
// Allow next dash
canDash = true;
}
Vector3 GetPlayerDirection()
{
float horizontal = 0f;
float vertical = 0f;
if (Input.GetKey(rightKey)) horizontal += 1f;
if (Input.GetKey(leftKey)) horizontal -= 1f;
if (Input.GetKey(forwardKey)) vertical += 1f;
if (Input.GetKey(backwardKey)) vertical -= 1f;
return new Vector3(horizontal, 0, vertical);
}
void OnCollisionEnter(Collision collision)
{
bool collidedWithEnemy = collision.gameObject.tag == enemyTag;
bool collidedWithEnemy = collision.gameObject.CompareTag(enemyTag);
bool isInvulnerable = invulnerabilityTimeSeconds >= Time.time - lastHit;
if (collidedWithEnemy && !isInvulnerable)
{
lastHit = Time.time;
metalPipe.Play();
HandlePlayerHit();
}
}
lives--;
hearts[lives].GetComponent<RawImage>().color = Color.gray;
void HandlePlayerHit()
{
lastHit = Time.time;
metalPipe.Play(); // Play damage sound effect
bool playerOutOfLives = lives == 0;
if (playerOutOfLives) ExitGame();
lives--;
// Update visual feedback (if any) for losing a life, e.g. hearts
if (lives <= 0)
{
ExitGame();
}
}
@ -92,6 +142,6 @@ public class PlayerController : MonoBehaviour
#if UNITY_EDITOR
EditorApplication.ExitPlaymode();
#endif
Application.Quit();
Application.Quit();
}
}

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