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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 {
[SerializeField]
private GameObject bulletPrefab;
[SerializeField]
Transform bulletSpawn;
[SerializeField]
private int carDamage = 5;
private float nextAttackTime;
public Player() : base(100) { }
private void Start() {
SingleShot s = new SingleShot(this.gameObject);
s.SetPrefab(bulletPrefab);
s.SetSpawn(bulletSpawn);
SetAttack(s);
}
void Update() {
if ( Time.timeSinceLevelLoad >= nextAttackTime && attack != null) {
if ( Input.GetKey(KeyCode.Space) ) {
Debug.Log("Attack pressed!");
attack.Attack();
nextAttackTime = Time.timeSinceLevelLoad + attack.GetCooldownTime();
}
}
}
/// <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" ) {
Death();
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} 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);
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GameController.instance.ChangeState(GameController.GameState.ENDED);
}
}