manythings
added player standing anims, arm, raw hub world, health fixup and others
77
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156
Assets/AnimatorsAnims/Store.controller
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Assets/AnimatorsAnims/Store_Hello.anim
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}
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],
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@ -185,13 +212,46 @@ public partial class @Inputs : IInputActionCollection2, IDisposable
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{
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@ -206,6 +266,9 @@ public partial class @Inputs : IInputActionCollection2, IDisposable
|
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m_Movement_Nextweapon = m_Movement.FindAction("Next weapon", throwIfNotFound: true);
|
||||
m_Movement_Lastweapon = m_Movement.FindAction("Last weapon", throwIfNotFound: true);
|
||||
m_Movement_attack = m_Movement.FindAction("attack", throwIfNotFound: true);
|
||||
m_Movement_Aim = m_Movement.FindAction("Aim", throwIfNotFound: true);
|
||||
m_Movement_Interact = m_Movement.FindAction("Interact", throwIfNotFound: true);
|
||||
m_Movement_Mouse_Pos = m_Movement.FindAction("Mouse_Pos", throwIfNotFound: true);
|
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}
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public void Dispose()
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@ -271,6 +334,9 @@ public partial class @Inputs : IInputActionCollection2, IDisposable
|
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private readonly InputAction m_Movement_Nextweapon;
|
||||
private readonly InputAction m_Movement_Lastweapon;
|
||||
private readonly InputAction m_Movement_attack;
|
||||
private readonly InputAction m_Movement_Aim;
|
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private readonly InputAction m_Movement_Interact;
|
||||
private readonly InputAction m_Movement_Mouse_Pos;
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public struct MovementActions
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{
|
||||
private @Inputs m_Wrapper;
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@ -281,6 +347,9 @@ public partial class @Inputs : IInputActionCollection2, IDisposable
|
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public InputAction @Nextweapon => m_Wrapper.m_Movement_Nextweapon;
|
||||
public InputAction @Lastweapon => m_Wrapper.m_Movement_Lastweapon;
|
||||
public InputAction @attack => m_Wrapper.m_Movement_attack;
|
||||
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|
||||
public InputAction @Interact => m_Wrapper.m_Movement_Interact;
|
||||
public InputAction @Mouse_Pos => m_Wrapper.m_Movement_Mouse_Pos;
|
||||
public InputActionMap Get() { return m_Wrapper.m_Movement; }
|
||||
public void Enable() { Get().Enable(); }
|
||||
public void Disable() { Get().Disable(); }
|
||||
@ -308,6 +377,15 @@ public partial class @Inputs : IInputActionCollection2, IDisposable
|
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
}
|
||||
m_Wrapper.m_MovementActionsCallbackInterface = instance;
|
||||
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|
||||
@ -330,6 +408,15 @@ public partial class @Inputs : IInputActionCollection2, IDisposable
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
}
|
||||
}
|
||||
}
|
||||
@ -342,5 +429,8 @@ public partial class @Inputs : IInputActionCollection2, IDisposable
|
||||
void OnNextweapon(InputAction.CallbackContext context);
|
||||
void OnLastweapon(InputAction.CallbackContext context);
|
||||
void OnAttack(InputAction.CallbackContext context);
|
||||
void OnAim(InputAction.CallbackContext context);
|
||||
void OnInteract(InputAction.CallbackContext context);
|
||||
void OnMouse_Pos(InputAction.CallbackContext context);
|
||||
}
|
||||
}
|
||||
|
@ -58,6 +58,33 @@
|
||||
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||||
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||||
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||||
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|
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@ -163,13 +190,46 @@
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Assets/Materials/Grapic/Elevator.png
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7
Assets/Scenes/Main Camera.prefab.meta
Normal file
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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@ -5512,7 +5512,6 @@ MonoBehaviour:
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m_Name:
|
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m_EditorClassIdentifier:
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HeartPrefab: {fileID: 3814295357292333890, guid: 48bd85a18b466444d828523869e4a40b, type: 3}
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HeartStrength: 0
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--- !u!114 &1433719853
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m_ObjectHideFlags: 0
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@ -5661,11 +5660,11 @@ RectTransform:
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m_Father: {fileID: 1433719856}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 160, y: 30}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0, y: 0}
|
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--- !u!114 &1575051388
|
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -6037,7 +6036,9 @@ MonoBehaviour:
|
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m_OnCullStateChanged:
|
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m_PersistentCalls:
|
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m_Calls: []
|
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m_text: Button
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m_text: 'Add Heart
|
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'
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m_isRightToLeft: 0
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m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
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5054
Assets/Scenes/Player.prefab
Normal file
7
Assets/Scenes/Player.prefab.meta
Normal file
@ -0,0 +1,7 @@
|
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fileFormatVersion: 2
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guid: aa3f82e9253196c48943111de60ae509
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -8,7 +8,6 @@ public class HeartScript : MonoBehaviour
|
||||
private Sprite[] HeartImages;
|
||||
private List<GameObject> Hearts = new List<GameObject>();
|
||||
public GameObject HeartPrefab;
|
||||
public int HeartStrength = 0;
|
||||
private void Start()
|
||||
{
|
||||
HeartImages = Resources.LoadAll<Sprite>("Player Heart");
|
||||
@ -16,7 +15,7 @@ public class HeartScript : MonoBehaviour
|
||||
}
|
||||
private void FixedUpdate()
|
||||
{
|
||||
int tempHP = HeartStrength;
|
||||
int tempHP = Heart.HeartStrength;
|
||||
foreach(var item in Hearts)
|
||||
{
|
||||
item.GetComponent<Image>().sprite = HeartImages[Math.Clamp(tempHP, 0, 13)];
|
||||
@ -28,9 +27,13 @@ public class HeartScript : MonoBehaviour
|
||||
Hearts.Add(GameObject.Instantiate(HeartPrefab, this.transform));
|
||||
Hearts[Hearts.Count-1].GetComponent<Image>().sprite = HeartImages[13];
|
||||
Hearts[Hearts.Count-1].GetComponent<RectTransform>().anchoredPosition3D = new Vector3(5 + ((Hearts.Count-1) * 53), -5, 0);
|
||||
HeartStrength += 14;
|
||||
Heart.HeartStrength += 13;
|
||||
}
|
||||
}
|
||||
public static class Heart
|
||||
{
|
||||
public static int HeartStrength = 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
55
Assets/Scripts/Interact.cs
Normal file
@ -0,0 +1,55 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class Interact : MonoBehaviour
|
||||
{
|
||||
public GameObject interactImage;
|
||||
private Inputs Input;
|
||||
private InputAction Inter;
|
||||
private void Awake()
|
||||
{
|
||||
Input = new Inputs();
|
||||
}
|
||||
private void OnEnable()
|
||||
{
|
||||
Inter = Input.Movement.Interact;
|
||||
Inter.Enable();
|
||||
}
|
||||
private void OnDisable()
|
||||
{
|
||||
Inter.Disable();
|
||||
}
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if(other.CompareTag("Interactable"))
|
||||
{
|
||||
Inter.Enable();
|
||||
Inter.performed += _ => interact(other);
|
||||
interactImage.transform.position = other.transform.position + new Vector3(0, other.bounds.extents.y + 3, 0);
|
||||
interactImage.SetActive(true);
|
||||
}
|
||||
}
|
||||
private void OnTriggerStay2D(Collider2D other)
|
||||
{
|
||||
if(other.CompareTag("Interactable"))
|
||||
{
|
||||
interactImage.transform.position = other.transform.position + new Vector3(0, other.bounds.extents.y + 3, 0);
|
||||
}
|
||||
}
|
||||
private void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
if(other.CompareTag("Interactable"))
|
||||
{
|
||||
Inter.Disable();
|
||||
interactImage.SetActive(false);
|
||||
}
|
||||
}
|
||||
private void interact(Collider2D other)
|
||||
{
|
||||
Inter.Disable();
|
||||
interactImage.SetActive(false);
|
||||
other.GetComponent<Interactable>().Interact();
|
||||
}
|
||||
}
|
11
Assets/Scripts/Interact.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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23
Assets/Scripts/Interactable.cs
Normal file
@ -0,0 +1,23 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class Interactable : MonoBehaviour
|
||||
{
|
||||
public int option;
|
||||
public void Interact()
|
||||
{
|
||||
var type = typeof(Interactable);
|
||||
var e = type.GetMethod("M"+option.ToString());
|
||||
if(e == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
e.Invoke(this, null);
|
||||
}
|
||||
public void M0()
|
||||
{
|
||||
SceneManager.LoadScene(1);
|
||||
}
|
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}
|
11
Assets/Scripts/Interactable.cs.meta
Normal file
@ -0,0 +1,11 @@
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76
Assets/Scripts/MouseFol.cs
Normal file
@ -0,0 +1,76 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class MouseFol : MonoBehaviour
|
||||
{
|
||||
private Inputs Input;
|
||||
private InputAction Shoot;
|
||||
private InputAction Aim;
|
||||
private InputAction Mouse;
|
||||
private SpriteRenderer Rend;
|
||||
private GameObject hand;
|
||||
public Animator PL_Ani;
|
||||
public BoxCollider2D PL_Col;
|
||||
public PlayerMovement PL_Script;
|
||||
public Transform GR;
|
||||
public Camera Cam;
|
||||
public float rot;
|
||||
private void Awake()
|
||||
{
|
||||
Input = new Inputs();
|
||||
Rend = gameObject.GetComponent<SpriteRenderer>();
|
||||
hand = GameObject.Find("Hand");
|
||||
}
|
||||
private void OnEnable()
|
||||
{
|
||||
Shoot = Input.Movement.attack;
|
||||
Aim = Input.Movement.Aim;
|
||||
Mouse = Input.Movement.Mouse_Pos;
|
||||
Shoot.Enable();
|
||||
Aim.Enable();
|
||||
Mouse.Enable();
|
||||
}
|
||||
private void OnDisable()
|
||||
{
|
||||
Shoot.Disable();
|
||||
Aim.Disable();
|
||||
Mouse.Disable();
|
||||
}
|
||||
private void Update()
|
||||
{
|
||||
Vector2 campoint = Cam.ScreenToWorldPoint(Mouse.ReadValue<Vector2>());
|
||||
rot = (Mathf.Atan2((transform.position.y - campoint.y), (transform.position.x - campoint.x)) * Mathf.Rad2Deg) + 180;
|
||||
transform.rotation = Quaternion.AngleAxis(rot, Vector3.forward);
|
||||
if (Aim.IsPressed())
|
||||
{
|
||||
Rend.color = new Color(256, 256, 256, 256);
|
||||
PL_Col.offset = new Vector2(0f, 1.25f);
|
||||
PL_Col.size = new Vector2(3f, 9.5f);
|
||||
PL_Script.Overlap = new Vector2(3, 1);
|
||||
GR.localPosition = new Vector3(0f, -3f, 0);
|
||||
hand.SetActive(true);
|
||||
if (rot > 90 && rot < 270)
|
||||
{
|
||||
Rend.flipY = true;
|
||||
hand.transform.localPosition = new Vector3(hand.transform.localPosition.x, 0.25f, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
Rend.flipY = false;
|
||||
hand.transform.localPosition = new Vector3(hand.transform.localPosition.x, -0.25f, 0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Rend.color = new Color(256, 256, 256, 0);
|
||||
PL_Col.offset = new Vector2(-1.125f, 2.5f);
|
||||
PL_Col.size = new Vector2(13.75f, 5f);
|
||||
PL_Script.Overlap = new Vector2(6, 1);
|
||||
GR.localPosition = Vector3.zero;
|
||||
hand.SetActive(false);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/MouseFol.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: 6ca0b9a86a179dc46bdf894519ceaeee
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MonoImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -13,17 +13,22 @@ public class PlayerMovement : MonoBehaviour
|
||||
private InputAction Walk;
|
||||
private InputAction Jump;
|
||||
private InputAction Dash;
|
||||
private InputAction Aim;
|
||||
private ParticleSystem Fart;
|
||||
private float x;
|
||||
private int usedash;
|
||||
private bool jumpin;
|
||||
private bool dashin;
|
||||
public LayerMask g;
|
||||
public Vector2 dashvec;
|
||||
public float drag;
|
||||
public int dashes;
|
||||
public float Speed;
|
||||
public float JumpPwr;
|
||||
[System.NonSerialized] public Vector2 Overlap;
|
||||
private void Awake()
|
||||
{
|
||||
Overlap = new Vector2(6, 1);
|
||||
Input = new Inputs();
|
||||
rb = this.gameObject.GetComponent<Rigidbody2D>();
|
||||
Gr = this.transform.Find("GroundCheck").transform;
|
||||
@ -35,20 +40,22 @@ public class PlayerMovement : MonoBehaviour
|
||||
Walk = Input.Movement.wasd;
|
||||
Jump = Input.Movement.Jump;
|
||||
Dash = Input.Movement.Dash;
|
||||
Aim = Input.Movement.Aim;
|
||||
Walk.Enable();
|
||||
Jump.Enable();
|
||||
Dash.Enable();
|
||||
Aim.Enable();
|
||||
}
|
||||
private void OnDisable()
|
||||
{
|
||||
Walk.Disable();
|
||||
Jump.Disable();
|
||||
Dash.Disable();
|
||||
Aim.Disable();
|
||||
}
|
||||
private void Update()
|
||||
{
|
||||
Jump.performed += _ => jump();
|
||||
Dash.performed += _ => dash();
|
||||
int ani = 0;
|
||||
Vector2 Force = Walk.ReadValue<Vector2>();
|
||||
rb.velocity = new Vector2(x + Force.x * Speed, rb.velocity.y);
|
||||
if (Force.x < 0)
|
||||
@ -57,7 +64,7 @@ public class PlayerMovement : MonoBehaviour
|
||||
{
|
||||
x = -x;
|
||||
}
|
||||
Ani.SetBool("Running", true);
|
||||
ani = 1;
|
||||
rb.transform.rotation = new Quaternion(0, 180, 0, 0);
|
||||
}
|
||||
else if (Force.x > 0)
|
||||
@ -66,20 +73,13 @@ public class PlayerMovement : MonoBehaviour
|
||||
{
|
||||
x = -x;
|
||||
}
|
||||
Ani.SetBool("Running", true);
|
||||
ani = 1;
|
||||
rb.transform.rotation = new Quaternion(0, 0, 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
Ani.SetBool("Running", false);
|
||||
}
|
||||
if (rb.velocity.y < 0 && !IsGrounded())
|
||||
{
|
||||
Ani.SetBool("Falling", true);
|
||||
}
|
||||
else
|
||||
{
|
||||
Ani.SetBool("Falling", false);
|
||||
ani = 4;
|
||||
jumpin = false;
|
||||
}
|
||||
if (IsGrounded())
|
||||
{
|
||||
@ -91,20 +91,38 @@ public class PlayerMovement : MonoBehaviour
|
||||
{
|
||||
x = Mathf.Lerp(x, 0, Time.deltaTime * drag);
|
||||
}
|
||||
Ani.SetBool("Dash", false);
|
||||
usedash = dashes;
|
||||
dashin = false;
|
||||
}
|
||||
if (Jump.WasPressedThisFrame() || jumpin)
|
||||
{
|
||||
jump();
|
||||
ani = 2;
|
||||
}
|
||||
if (Dash.WasPressedThisFrame() || dashin)
|
||||
{
|
||||
dash();
|
||||
if (!IsGrounded())
|
||||
{
|
||||
ani = 5;
|
||||
}
|
||||
}
|
||||
if (Aim.IsPressed())
|
||||
{
|
||||
ani = 6;
|
||||
}
|
||||
Ani.SetInteger("Anim", ani);
|
||||
}
|
||||
private bool IsGrounded()
|
||||
{
|
||||
return Physics2D.OverlapBox(Gr.position, new Vector2(6, 1), 0f, g);
|
||||
return Physics2D.OverlapBox(Gr.position, Overlap, 0f, g);
|
||||
}
|
||||
private void jump()
|
||||
{
|
||||
if (IsGrounded())
|
||||
{
|
||||
jumpin = true;
|
||||
rb.velocity = new Vector2(rb.velocity.x, JumpPwr);
|
||||
Ani.SetBool("Jump", true);
|
||||
}
|
||||
}
|
||||
private void dash()
|
||||
@ -113,10 +131,13 @@ public class PlayerMovement : MonoBehaviour
|
||||
{
|
||||
rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y + dashvec.y);
|
||||
x += dashvec.x;
|
||||
if (rb.transform.eulerAngles.y == 180)
|
||||
{
|
||||
x = -x;
|
||||
}
|
||||
Fart.Play();
|
||||
Ani.SetBool("Dash", true);
|
||||
Ani.SetBool("Jump", false);
|
||||
usedash--;
|
||||
dashin = true;
|
||||
}
|
||||
}
|
||||
}
|
@ -10,6 +10,7 @@ public class RatTrap : MonoBehaviour
|
||||
{
|
||||
if (other.CompareTag("Player"))
|
||||
{
|
||||
Heart.HeartStrength -= 10;
|
||||
// Play the snap animation
|
||||
trapAnimator.SetTrigger("Snap");
|
||||
|
||||
|
11
Assets/Scripts/animationOnCollide.cs
Normal file
@ -0,0 +1,11 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
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public class animationOnCollide : MonoBehaviour
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{
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private void OnTriggerEnter2D(Collider2D other)
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