148 lines
3.7 KiB
C#
148 lines
3.7 KiB
C#
using UnityEngine;
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using System.Collections;
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using UnityEngine.UI;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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public class PlayerController : MonoBehaviour
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{
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[Header("Keybinds")]
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public KeyCode forwardKey = KeyCode.W;
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public KeyCode backwardKey = KeyCode.S;
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public KeyCode leftKey = KeyCode.A;
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public KeyCode rightKey = KeyCode.D;
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[Header("Speed")]
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public float speed = 5;
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public float curSpeed = 0f;
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[Header("Dash")]
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public float dashSpeed = 10;
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public float dashDuration = 0.3f; // Dash duration
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public float dashCooldown = 2f;
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public KeyCode dashKey = KeyCode.LeftShift;
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public bool canDash = true;
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public float dashCooldownTimer = 0f;
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[Header("Lives")]
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public string enemyTag = "Enemy";
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public float invulnerabilityTimeSeconds = 0.25f;
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public int lives = 3;
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[Header("Audio")]
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public AudioSource metalPipe;
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[Header("Player Object")]
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public Rigidbody rb;
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private float lastHit = 0f;
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void Start()
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{
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if (!TryGetComponent(out rb))
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{
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Debug.LogError("Rigidbody not found!");
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enabled = false; // Disable script if Rigidbody is missing.
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}
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else
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{
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rb.freezeRotation = true;
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}
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}
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void Update()
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{
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curSpeed = speed;
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Vector3 moveDirection = GetPlayerDirection().normalized;
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if (Input.GetKey(dashKey) && canDash)
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{
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StartCoroutine(DashCooldown()); // Start Dash Coroutine when dash is pressed
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curSpeed = dashSpeed;
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rb.velocity = new Vector3(
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moveDirection.x * curSpeed,
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rb.velocity.y,
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moveDirection.z * curSpeed
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);
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}
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else if (Mathf.Pow(rb.velocity.x, 2) + Mathf.Pow(rb.velocity.z, 2) < speed)
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{
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rb.AddForce(new Vector3 (moveDirection.x * curSpeed, 0, moveDirection.z * curSpeed), ForceMode.Force);
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}
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}
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void HandleDash()
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{
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}
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IEnumerator DashCooldown()
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{
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// Start dash
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canDash = false;
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Vector3 dashDirection = GetPlayerDirection().normalized;
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rb.velocity = dashDirection * dashSpeed; // Apply dash velocity
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// Wait for the dash to finish
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yield return new WaitForSeconds(dashDuration);
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// End dash: reset velocity and start cooldown
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rb.velocity = Vector3.zero; // Optionally reset velocity after dash (for more control)
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dashCooldownTimer = dashCooldown;
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// Wait for cooldown
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yield return new WaitForSeconds(dashCooldown);
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// Allow next dash
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canDash = true;
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}
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Vector3 GetPlayerDirection()
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{
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float horizontal = 0f;
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float vertical = 0f;
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if (Input.GetKey(rightKey)) horizontal += 1f;
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if (Input.GetKey(leftKey)) horizontal -= 1f;
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if (Input.GetKey(forwardKey)) vertical += 1f;
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if (Input.GetKey(backwardKey)) vertical -= 1f;
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return new Vector3(horizontal, 0, vertical);
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}
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void OnCollisionEnter(Collision collision)
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{
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bool collidedWithEnemy = collision.gameObject.CompareTag(enemyTag);
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bool isInvulnerable = invulnerabilityTimeSeconds >= Time.time - lastHit;
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if (collidedWithEnemy && !isInvulnerable)
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{
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HandlePlayerHit();
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}
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}
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void HandlePlayerHit()
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{
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lastHit = Time.time;
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metalPipe.Play(); // Play damage sound effect
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lives--;
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// Update visual feedback (if any) for losing a life, e.g. hearts
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if (lives <= 0)
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{
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ExitGame();
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}
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}
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void ExitGame()
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{
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#if UNITY_EDITOR
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EditorApplication.ExitPlaymode();
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#endif
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Application.Quit();
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}
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}
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