Mini-Games-Game/Assets/Scripts/PlayerController.cs

155 lines
3.6 KiB
C#

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class PlayerController : MonoBehaviour
{
[Header("Keybinds")]
public KeyCode forwardKey = KeyCode.W;
public KeyCode backwardKey = KeyCode.S;
public KeyCode leftKey = KeyCode.A;
public KeyCode rightKey = KeyCode.D;
public KeyCode dashKey = KeyCode.LeftShift;
[Header("Speed")]
public float speed = 5;
public bool canMove = true;
[Header("Dash")]
public float dashSpeed = 10;
public float dashDuration = 0.3f; // Dash duration
public float dashCooldown = 2f;
public bool canDash = true;
public ParticleSystem dashParticles;
public Transform dashParticlesTransform;
[Header("Lives")]
public string enemyTag = "Enemy";
public float invulnerabilityTime = 0.25f;
public bool isInvulnerable = false;
public int lives = 3;
public ParticleSystem bloodParticles;
public AudioSource damageSound;
[Header("Player Object")]
public Rigidbody rb;
public BoxCollider collision;
void Start()
{
if (!TryGetComponent(out rb))
{
Debug.LogError("Rigidbody not found!");
enabled = false; // Disable script if Rigidbody is missing.
}
else
{
rb.freezeRotation = true;
}
}
void Update()
{
Vector3 moveDirection = GetPlayerDirection().normalized;
if (Input.GetKey(dashKey) && canDash)
{
StartCoroutine(Dash());
}
else if (canMove)
{
rb.velocity = new Vector3(
moveDirection.x * speed,
rb.velocity.y,
moveDirection.z * speed
);
}
}
IEnumerator Dash()
{
canMove = false;
canDash = false;
Vector3 dashDirection = GetPlayerDirection().normalized;
rb.velocity = dashDirection * dashSpeed;
dashParticles.Play();
// Positions the dash particle system behind the player so that they
// follow the player in a nice way
dashParticlesTransform.SetLocalPositionAndRotation(dashDirection * -1.5f, dashParticlesTransform.localRotation);
yield return new WaitForSeconds(dashDuration);
dashParticles.Stop();
rb.velocity = Vector3.zero;
canMove = true;
yield return new WaitForSeconds(dashCooldown);
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.CompareTag(enemyTag);
if (collidedWithEnemy && !isInvulnerable)
{
StartCoroutine(Hit());
}
}
IEnumerator Hit()
{
lives--;
if (lives <= 0)
{
ExitGame();
}
bloodParticles.Play();
damageSound.Play();
rb.isKinematic = true;
isInvulnerable = true;
yield return new WaitForSeconds(invulnerabilityTime / 2);
rb.isKinematic = false;
yield return new WaitForSeconds(invulnerabilityTime / 2);
isInvulnerable = false;
}
void ExitGame()
{
#if UNITY_EDITOR
EditorApplication.ExitPlaymode();
#endif
Application.Quit();
}
}