77 lines
2.1 KiB
C#
77 lines
2.1 KiB
C#
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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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using UnityEngine.SceneManagement;
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using UnityEngine.Tilemaps;
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public class Hero : MonoBehaviour
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{
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public float m_MoveSpeed;
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public Animator animator;
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Rigidbody2D rb;
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public enum PlayerState { Alive, Dead }
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public PlayerState playerState = PlayerState.Alive;
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public Vector2 lookFacing;
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public Vector2 respawnPoint;
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float dashCooldown = 0f;
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public bool dead = false;
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void Start() {
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rb = GetComponent<Rigidbody2D>();
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animator.SetBool("alive", true);
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}
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void Update ()
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{
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if(playerState == PlayerState.Dead) {
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rb.velocity = Vector2.zero;
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return;
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}
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Vector3 tryMove = Vector3.zero;
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if (Input.GetKey(KeyCode.LeftArrow))
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tryMove += Vector3Int.left;
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if (Input.GetKey(KeyCode.RightArrow))
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tryMove += Vector3Int.right;
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if (Input.GetKey(KeyCode.UpArrow))
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tryMove += Vector3Int.up;
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if (Input.GetKey(KeyCode.DownArrow))
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tryMove += Vector3Int.down;
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rb.velocity = Vector3.ClampMagnitude(tryMove, 1f) * m_MoveSpeed;
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animator.SetBool("moving", tryMove.magnitude > 0);
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if (Mathf.Abs(tryMove.x) > 0) {
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animator.transform.localScale = tryMove.x < 0f ? new Vector3(-1f, 1f, 1f) : new Vector3(1f, 1f, 1f);
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}
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if(tryMove.magnitude > 0f) {
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lookFacing = tryMove;
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}
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dashCooldown = Mathf.MoveTowards(dashCooldown, 0f, Time.deltaTime);
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if (Input.GetButtonDown("Jump")) {
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if(dashCooldown <= 0f && tryMove.magnitude > 0) {
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var hit = Physics2D.Raycast(transform.position + Vector3.up * .5f, tryMove.normalized, 3.5f, 1 << LayerMask.NameToLayer("Wall"));
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float distance = 3f;
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if(hit.collider != null) {
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distance = hit.distance - .5f;
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}
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transform.position = rb.position + Vector2.ClampMagnitude(tryMove, 1f) * distance;
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}
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}
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animator.SetBool("dash_ready", dashCooldown <= 0f);
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}
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public void LevelComplete() {
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Destroy(gameObject);
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}
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}
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