Santi
b0be1fdd96
Player can throw rocks at enemy to slow them down. Enemy script split into two scripts, one for movement and one for detection. Added and edited some comments.
108 lines
3.5 KiB
C#
108 lines
3.5 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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//* General Comments or Finished Tasks
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//TODO Tasks left to be done for game
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//! Bugs or Issues
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//? Questions or Suggestions
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//! Aftering hitting down with hammer, turning stops working in what direction the player tries to move first in
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//! As with throwing objects, the rock sometimes goes in random directions and random speeds
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//* Playing StickBeating Game, player should be able to throw rocks
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//* Player can only throw rocks every 3 seconds
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//? Soft auto lock on enemies when throwing rocks
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public class MovementStickBeating : MonoBehaviour
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{
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public float speed = 7.0f;
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public float turnSpeed;
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public float sprintSpeed = 10.0f;
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public float jumpForce;
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public float gravity = 9.8f;
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// public PickUpObject throwForce;
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private CharacterController controller;
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private Vector3 moveDirection = Vector3.zero;
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[Header("Keybinds")]
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public KeyCode forwardsKey = KeyCode.W;
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public KeyCode backwardsKey = KeyCode.S;
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public KeyCode leftKey = KeyCode.A;
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public KeyCode rightKey = KeyCode.D;
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public KeyCode sprintKey = KeyCode.LeftShift;
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public KeyCode jumpKey = KeyCode.Space;
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public KeyCode rockKey = KeyCode.Mouse1;
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public bool hammer = false;
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public bool rock = true;
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public GameObject rockObject;
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public GameObject spawnPoint;
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void Start()
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{
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controller = GetComponent<CharacterController>();
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}
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void Update()
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{
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float forwards = Convert.ToSingle(Input.GetKey(forwardsKey));
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float backwards = Convert.ToSingle(Input.GetKey(backwardsKey));
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float left = Convert.ToSingle(Input.GetKey(leftKey));
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float right = Convert.ToSingle(Input.GetKey(rightKey));
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if (controller.isGrounded && !hammer)
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{
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moveDirection = new Vector3(right - left, 0, forwards - backwards);
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//* Change the direction the player is facing based on the direction they are moving
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if (right - left != 0 || forwards - backwards != 0)
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{
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Quaternion ToRotation = Quaternion.LookRotation(moveDirection);
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transform.rotation = Quaternion.RotateTowards(transform.rotation, ToRotation, turnSpeed * Time.deltaTime);
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}
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moveDirection *= speed;
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jumpForce = 2.5f;
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if (Input.GetKeyDown(jumpKey))
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{
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moveDirection.y = jumpForce;
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}
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//If player is moving diagonally, reduce speed
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if (forwards != 0 && right != 0 || forwards != 0 && left != 0 || backwards != 0 && right != 0 || backwards != 0 && left != 0)
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{
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moveDirection *= 0.7f;
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}
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else
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{
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moveDirection *= 1.0f;
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}
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}
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if(hammer)
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{
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moveDirection = Vector3.zero;
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}
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if(rock)
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{
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if(Input.GetKeyDown(rockKey))
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{
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GameObject throwing = Instantiate(rockObject, spawnPoint.transform.position, spawnPoint.transform.rotation);
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throwing.GetComponent<Rigidbody>().AddForce(transform.forward * 8.5f, ForceMode.Impulse);
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Destroy(throwing, 3);
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StartCoroutine(RockCooldown());
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}
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}
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moveDirection.y -= gravity * Time.deltaTime;
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controller.Move(moveDirection * Time.deltaTime);
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}
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IEnumerator RockCooldown()
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{
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rock = false;
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yield return new WaitForSeconds(2);
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rock = true;
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}
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} |