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Bildschirmflausch-LD41/Assets/Scripts/Entities/Player.cs

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using Assets.Scripts.Entities.Attack;
using UnityEngine;
public class Player : Mob {
Rigidbody2D body;
[SerializeField]
private GameObject bulletPrefab;
[SerializeField]
Transform bulletSpawn;
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//[SerializeField]
//private int carDamage = 5;
private float nextAttackTime;
public Player() : base(100) { }
private void Start() {
SingleShot s = new SingleShot(this.gameObject, 6, 0.2f, 20);
s.SetPrefab(bulletPrefab);
s.SetSpawn(bulletSpawn);
body = GetComponent<Rigidbody2D>();
SetAttack(s);
}
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void Update() {
if (Input.GetAxis("Reset") > 0)
{
GameController.instance.GetUI().Restart();
}
if ( Time.timeSinceLevelLoad >= nextAttackTime && attack != null) {
if ( Input.GetAxis("Fire") > 0 ) {
attack.Attack();
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nextAttackTime = Time.timeSinceLevelLoad + attack.GetCooldownTime(); // Todo put in attack()
}
}
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// scale particle emissions by speed
float velocity = body.velocity.magnitude;
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ParticleSystem[] particles = GetComponentsInChildren<ParticleSystem>();
foreach (ParticleSystem particle in particles) {
ParticleSystem.EmissionModule emission = particle.emission;
emission.rateOverTime = velocity * (velocity / 4) * 20 + 10;
}
}
/// <summary>
/// Collision checking. Player is going to die on any collision with a wall.
/// </summary>
/// <param name="collision"></param>
private void OnCollisionEnter2D(Collision2D collision) {
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Debug.Log("Collision");
if ( collision.collider.tag == "wall" ) {
//InflictDamage(maxHP / 2);
Death();
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} else if (collision.collider.tag == "rock")
{
InflictDamage(maxHP / 10);
//Death();
}
else if ( collision.collider.tag == "Enemy" ) {
Mob m = collision.collider.GetComponent(typeof(Mob)) as Mob;
if ( m != null ) {
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//m.InflictDamage(carDamage);
//InflictDamage(carDamage); // TODO
}
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}
}
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/// <summary>
/// This is called when a Player died.
/// </summary>
protected override void Death() {
Debug.Log("Player died...");
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Destroy(this.gameObject);
GameController.instance.GetAudioControl().SfxStop(AudioControl.Sfx.slowdriving);
GameController.instance.GetAudioControl().SfxStop(AudioControl.Sfx.driving);
GameController.instance.GetAudioControl().SfxPlay(AudioControl.Sfx.explosion);
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GameController.instance.EndGame(GameController.EndedCause.DIED);
}
}