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|
@ -16,6 +16,10 @@ public class Bullet : MonoBehaviour {
|
|||
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||||
}
|
||||
|
||||
public void SetSpeed(float spd) {
|
||||
speed = spd;
|
||||
}
|
||||
|
||||
public void SetDamage(int dmg) {
|
||||
damage = dmg;
|
||||
}
|
||||
|
|
|
@ -30,7 +30,7 @@ public class Door : MonoBehaviour {
|
|||
public void SetParent(Room room) {
|
||||
this.parent = room;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Locks the door.
|
||||
/// </summary>
|
||||
|
@ -65,13 +65,15 @@ public class Door : MonoBehaviour {
|
|||
/// <param name="collision"></param>
|
||||
private void OnTriggerExit2D(Collider2D collision) {
|
||||
if ( collision.tag == "Player") {
|
||||
// TODO better checks
|
||||
Player player = collision.gameObject.GetComponent<Player>();
|
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if ((boundingBox.offset - parent.GetCenter()).sqrMagnitude < ((Vector2) player.transform.position - parent.GetCenter()).sqrMagnitude)
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return;
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||||
Debug.Log("Leaving Trigger");
|
||||
if(parent == null) {
|
||||
Debug.Log("This door has no parent Room!");
|
||||
return;
|
||||
}
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||||
parent.OnPlayerEnter(collision.gameObject.GetComponent<Player>());
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parent.OnPlayerEnter(player);
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}
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}
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}
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|
13
Assets/Scripts/Entities/Attack/GatlingGun.cs
Normal file
|
@ -0,0 +1,13 @@
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|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
namespace Assets.Scripts.Entities.Attack {
|
||||
class GatlingGun : SingleShot {
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||||
public GatlingGun(GameObject owner) : base(owner) {
|
||||
damage = 5;
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cooldown = 0.1f;
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speed = 20;
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}
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}
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}
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int damage = 10;
|
||||
float cooldown = 1;
|
||||
float range = 2f;
|
||||
float range = 1f;
|
||||
GameObject owner;
|
||||
|
||||
public MeleeAttack(GameObject owner) {
|
||||
|
|
|
@ -5,9 +5,10 @@ using UnityEngine;
|
|||
namespace Assets.Scripts.Entities.Attack {
|
||||
class SingleShot : IAttack {
|
||||
|
||||
int damage = 12;
|
||||
float cooldown = 1;
|
||||
int range = 4;
|
||||
protected int damage = 12;
|
||||
protected float cooldown = 1;
|
||||
protected int range = 4;
|
||||
protected float speed = 10;
|
||||
GameObject owner;
|
||||
GameObject bulletPrefab;
|
||||
Transform spawn;
|
||||
|
@ -25,13 +26,16 @@ namespace Assets.Scripts.Entities.Attack {
|
|||
}
|
||||
|
||||
public void Attack() {
|
||||
if ( bulletPrefab == null )
|
||||
if ( bulletPrefab == null ) {
|
||||
Debug.Log("SingleShot: No Prefab defined for Bullet!");
|
||||
return;
|
||||
}
|
||||
GameObject b = UnityEngine.Object.Instantiate(bulletPrefab);
|
||||
b.transform.rotation = spawn.rotation;
|
||||
b.transform.position = spawn.position;
|
||||
Bullet bu = b.GetComponent<Bullet>();
|
||||
bu.SetDamage(damage);
|
||||
bu.SetSpeed(speed);
|
||||
bu.SetOwner(owner);
|
||||
GameController.instance.GetAudioControl().SfxPlay(AudioControl.Sfx.shoot);
|
||||
}
|
||||
|
|
|
@ -6,13 +6,20 @@ using Assets.Scripts.Entities.Attack;
|
|||
namespace Assets.Scripts.Entities {
|
||||
|
||||
public class Bug : Enemy {
|
||||
[SerializeField]
|
||||
private Transform bulletSpawn;
|
||||
[SerializeField]
|
||||
private GameObject bullet;
|
||||
|
||||
public Bug() : base(15) {
|
||||
|
||||
}
|
||||
|
||||
private void Start() {
|
||||
SetAttack(new MeleeAttack(this.gameObject));
|
||||
SingleShot s = new SingleShot(this.gameObject);
|
||||
s.SetPrefab(bullet);
|
||||
s.SetSpawn(bulletSpawn);
|
||||
SetAttack(s);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,13 +2,18 @@
|
|||
using UnityEngine;
|
||||
|
||||
public class Player : Mob {
|
||||
|
||||
Rigidbody2D body;
|
||||
|
||||
[SerializeField]
|
||||
private GameObject bulletPrefab;
|
||||
[SerializeField]
|
||||
Transform bulletSpawn;
|
||||
[SerializeField]
|
||||
private int carDamage = 5;
|
||||
//[SerializeField]
|
||||
//private int carDamage = 5;
|
||||
|
||||
private SingleShot singleShot;
|
||||
private GatlingGun ggun;
|
||||
|
||||
private float nextAttackTime;
|
||||
|
||||
|
@ -18,10 +23,26 @@ public class Player : Mob {
|
|||
SingleShot s = new SingleShot(this.gameObject);
|
||||
s.SetPrefab(bulletPrefab);
|
||||
s.SetSpawn(bulletSpawn);
|
||||
singleShot = s;
|
||||
GatlingGun g = new GatlingGun(this.gameObject);
|
||||
g.SetPrefab(bulletPrefab);
|
||||
g.SetSpawn(bulletSpawn);
|
||||
ggun = g;
|
||||
body = GetComponent<Rigidbody2D>();
|
||||
SetAttack(s);
|
||||
}
|
||||
|
||||
void Update() {
|
||||
if(Input.GetKeyDown(KeyCode.G)) {
|
||||
if(attack != ggun) {
|
||||
attack = ggun;
|
||||
Debug.Log("Switched to GatlingGun");
|
||||
} else {
|
||||
attack = singleShot;
|
||||
Debug.Log("Switched to SingleShot");
|
||||
}
|
||||
|
||||
}
|
||||
if ( Time.timeSinceLevelLoad >= nextAttackTime && attack != null) {
|
||||
if ( Input.GetAxis("Fire") > 0 ) {
|
||||
Debug.Log("Attack pressed!");
|
||||
|
@ -29,6 +50,10 @@ public class Player : Mob {
|
|||
nextAttackTime = Time.timeSinceLevelLoad + attack.GetCooldownTime();
|
||||
}
|
||||
}
|
||||
// scale particle emissions by speed
|
||||
float velocity = body.velocity.magnitude;
|
||||
ParticleSystem.EmissionModule emission = GetComponentInChildren<ParticleSystem>().emission;
|
||||
emission.rateOverTime = velocity * (velocity / 2) * 20 + 20;
|
||||
}
|
||||
|
||||
|
||||
|
@ -55,6 +80,6 @@ public class Player : Mob {
|
|||
protected override void Death() {
|
||||
Debug.Log("Player died...");
|
||||
Destroy(this.gameObject);
|
||||
GameController.instance.ChangeState(GameController.GameState.ENDED);
|
||||
GameController.instance.EndGame(GameController.EndedCause.DIED);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -11,6 +11,7 @@ namespace Assets.Scripts.Entities {
|
|||
|
||||
private void Start() {
|
||||
SetAttack(new MeleeAttack(this.gameObject));
|
||||
GetComponentInChildren<ParticleSystem>().Play();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -16,6 +16,8 @@ public class GameController : MonoBehaviour {
|
|||
[Header("Enemys")]
|
||||
[SerializeField]
|
||||
GameObject scorpion;
|
||||
[SerializeField]
|
||||
GameObject bug;
|
||||
|
||||
[Space(10)]
|
||||
// Generation Settings
|
||||
|
@ -27,7 +29,13 @@ public class GameController : MonoBehaviour {
|
|||
[SerializeField]
|
||||
GameObject BorderSingle;
|
||||
[SerializeField]
|
||||
GameObject Ground;
|
||||
GameObject Ground0;
|
||||
[SerializeField]
|
||||
GameObject Ground1;
|
||||
[SerializeField]
|
||||
GameObject Ground2;
|
||||
[SerializeField]
|
||||
GameObject Ground3;
|
||||
[SerializeField]
|
||||
GameObject DoorInner;
|
||||
[SerializeField]
|
||||
|
@ -61,9 +69,11 @@ public class GameController : MonoBehaviour {
|
|||
[SerializeField]
|
||||
GameObject RockLUR;
|
||||
[SerializeField]
|
||||
GameObject RockURD;
|
||||
GameObject RockURD;
|
||||
[SerializeField]
|
||||
GameObject RockLRD;
|
||||
GameObject RockLRD;
|
||||
[SerializeField]
|
||||
GameObject Flag;
|
||||
|
||||
private Dictionary<GenerationProcessor.ExtendedTileType, GameObject> genPrefabs;
|
||||
private Dictionary<Enemy.Enemys, GameObject> enemyPrefabs;
|
||||
|
@ -116,13 +126,18 @@ public class GameController : MonoBehaviour {
|
|||
{ GenerationProcessor.ExtendedTileType.RockLUD, RockLUD },
|
||||
{ GenerationProcessor.ExtendedTileType.RockLUR, RockLUR },
|
||||
{ GenerationProcessor.ExtendedTileType.RockURD, RockURD },
|
||||
{ GenerationProcessor.ExtendedTileType.RockLRD, RockLRD },
|
||||
{ GenerationProcessor.ExtendedTileType.Ground, Ground },
|
||||
{ GenerationProcessor.ExtendedTileType.DoorInner, DoorInner },
|
||||
{ GenerationProcessor.ExtendedTileType.DoorOuter, DoorOuter }
|
||||
{ GenerationProcessor.ExtendedTileType.RockLRD, RockLRD },
|
||||
{ GenerationProcessor.ExtendedTileType.Ground0, Ground0 },
|
||||
{ GenerationProcessor.ExtendedTileType.Ground1, Ground1 },
|
||||
{ GenerationProcessor.ExtendedTileType.Ground2, Ground2 },
|
||||
{ GenerationProcessor.ExtendedTileType.Ground3, Ground3 },
|
||||
{ GenerationProcessor.ExtendedTileType.DoorInner, DoorInner },
|
||||
{ GenerationProcessor.ExtendedTileType.DoorOuter, DoorOuter },
|
||||
{ GenerationProcessor.ExtendedTileType.Flag, Flag }
|
||||
};
|
||||
enemyPrefabs = new Dictionary<Enemy.Enemys, GameObject> {
|
||||
{ Enemy.Enemys.SCORPION, scorpion }
|
||||
{ Enemy.Enemys.SCORPION, scorpion },
|
||||
{ Enemy.Enemys.BUG, bug }
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -219,9 +234,10 @@ public class GameController : MonoBehaviour {
|
|||
finish.SetDoorsRootObject(doorRootf);
|
||||
finish.Reload();
|
||||
finish.transform.SetParent(mapRoot.transform);
|
||||
gp.CreateGOFromType(finish.GetCenter(), 0, Room.TileType.DOOR, GenerationProcessor.ExtendedTileType.Flag, goFinish);
|
||||
|
||||
// Other Rooms
|
||||
foreach (GenRoom gr in dg.rooms) {
|
||||
// Other Rooms
|
||||
foreach (GenRoom gr in dg.rooms) {
|
||||
GameObject groom = gp.ProcessRoom(gr.tiles);
|
||||
List<Transform> ltg = new List<Transform>(groom.GetComponentsInChildren<Transform>());
|
||||
|
||||
|
@ -291,7 +307,8 @@ public class GameController : MonoBehaviour {
|
|||
cam.GetComponent<AudioControl>().GameOverBgm();
|
||||
ui.GetComponent<UIController>().ShowGameOverUI();
|
||||
} else if(endCause == EndedCause.WIN) {
|
||||
//cam.GetComponent<AudioControl>().SfxPlay(2);
|
||||
//cam.GetComponent<AudioControl>().SfxPlay(2);
|
||||
player.InflictDamage(int.MaxValue/2);
|
||||
ui.GetComponent<UIController>().ShowWinUI();
|
||||
}
|
||||
} else {
|
||||
|
@ -316,6 +333,8 @@ public class GameController : MonoBehaviour {
|
|||
}
|
||||
|
||||
public void EndGame(EndedCause cause) {
|
||||
if (endCause != null && state == GameState.ENDED)
|
||||
return; // Already ended game
|
||||
endCause = cause;
|
||||
ChangeState(GameState.ENDED);
|
||||
}
|
||||
|
|
|
@ -135,7 +135,7 @@ public class DungeonGenerator {
|
|||
}
|
||||
allDoors.UnionWith(r.AllDoors());
|
||||
foreach ( Vector2Int v in r.AllDoors() ) {
|
||||
Debug.Log("Door: " + v);
|
||||
//Debug.Log("Door: " + v);
|
||||
if ( !r.bounds.Contains(v) )
|
||||
throw new NotSupportedException("This is a bug where doors land in the wrong room. It should have been fixed.");
|
||||
else
|
||||
|
@ -432,7 +432,7 @@ public class DungeonGenerator {
|
|||
r.tiles[pos].type = Room.TileType.ROCK;
|
||||
continue;
|
||||
}
|
||||
float prob2 = 0.02f;
|
||||
float prob2 = 0.04f;
|
||||
if (UnityEngine.Random.value > 1 - prob2)
|
||||
{
|
||||
r.spawnpoints.Add(pos);
|
||||
|
@ -443,17 +443,35 @@ public class DungeonGenerator {
|
|||
|
||||
public static void GenerateObjective(Room r) {
|
||||
Dictionary<Enemy.Enemys, GameObject> enemyPrefabs = GameController.instance.GetEnemyPrefabs(); // TODO not so cool
|
||||
// TODO add more types
|
||||
Objective o;
|
||||
|
||||
// ENTITYOBJECTIVE ENEMYS:
|
||||
List<GameObject> lg = new List<GameObject>();
|
||||
//GameObject scorp = enemyPrefabs[Enemy.Enemys.SCORPION];
|
||||
lg.Add(enemyPrefabs[Enemy.Enemys.SCORPION]);
|
||||
EntityObjective eo = new EntityObjective(r, lg);
|
||||
o = eo;
|
||||
|
||||
|
||||
Objective o = null;
|
||||
|
||||
int rand = UnityEngine.Random.Range(0, 2);
|
||||
switch (rand) {
|
||||
case 0: {
|
||||
// Scorpion Attack!!!!:
|
||||
List<GameObject> lg = new List<GameObject>();
|
||||
int count = UnityEngine.Random.Range(1, r.GetSpawnpoints().Count);
|
||||
for ( int c = 0; c < count; c++ ) {
|
||||
lg.Add(enemyPrefabs[Enemy.Enemys.SCORPION]);
|
||||
}
|
||||
EntityObjective eo = new EntityObjective(r, lg);
|
||||
o = eo;
|
||||
}
|
||||
break;
|
||||
case 1: {
|
||||
// Bug Attack!!!!:
|
||||
List<GameObject> lg = new List<GameObject>();
|
||||
int count = UnityEngine.Random.Range(1, r.GetSpawnpoints().Count);
|
||||
for ( int c = 0; c < count; c++ ) {
|
||||
lg.Add(enemyPrefabs[Enemy.Enemys.BUG]);
|
||||
}
|
||||
EntityObjective eo = new EntityObjective(r, lg);
|
||||
o = eo;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
r.SetObjective(o);
|
||||
}
|
||||
}
|
|
@ -4,7 +4,7 @@ using UnityEngine;
|
|||
|
||||
public class GenerationProcessor {
|
||||
public enum ExtendedTileType {
|
||||
BorderOuter, BorderInner, BorderSingle, Ground, DoorInner, DoorOuter, Rock, RockL, RockU, RockR, RockD, RockLU, RockLR, RockLD, RockUR, RockUD, RockRD, RockLURD, RockLUD, RockLUR, RockURD, RockLRD
|
||||
BorderOuter, BorderInner, BorderSingle, Ground0, Ground1, Ground2, Ground3, DoorInner, DoorOuter, Rock, RockL, RockU, RockR, RockD, RockLU, RockLR, RockLD, RockUR, RockUD, RockRD, RockLURD, RockLUD, RockLUR, RockURD, RockLRD, Flag
|
||||
}
|
||||
Dictionary<ExtendedTileType, GameObject> prefabs;
|
||||
public GenerationProcessor(Dictionary<ExtendedTileType, GameObject> prefabs) {
|
||||
|
@ -16,7 +16,7 @@ public class GenerationProcessor {
|
|||
name = "Room"
|
||||
};
|
||||
foreach ( Vector2Int v in tiles.Keys ) {
|
||||
ExtendedTileType type = ExtendedTileType.Ground;
|
||||
ExtendedTileType type = GetRandomGroundType();
|
||||
int rotation = 0;
|
||||
switch ( tiles[v].type ) {
|
||||
case Room.TileType.WALL:
|
||||
|
@ -24,7 +24,7 @@ public class GenerationProcessor {
|
|||
rotation = GetCorrectWallRotation(type, tiles[v].position);
|
||||
break;
|
||||
case Room.TileType.GROUND:
|
||||
type = ExtendedTileType.Ground;
|
||||
type = GetRandomGroundType();
|
||||
break;
|
||||
case Room.TileType.DOOR:
|
||||
type = GetCorrectDoorType(tiles, v);
|
||||
|
@ -39,10 +39,10 @@ public class GenerationProcessor {
|
|||
return root;
|
||||
}
|
||||
|
||||
private GameObject CreateGOFromType(Vector2 v, int rotation, Room.TileType type, ExtendedTileType t, GameObject root) {
|
||||
public GameObject CreateGOFromType(Vector2 v, int rotation, Room.TileType type, ExtendedTileType t, GameObject root) {
|
||||
GameObject tmp = null;
|
||||
if (type != Room.TileType.GROUND)
|
||||
CreateGOFromType(v, 0, Room.TileType.GROUND, ExtendedTileType.Ground, root);
|
||||
CreateGOFromType(v, 0, Room.TileType.GROUND, GetRandomGroundType(), root);
|
||||
if ( prefabs.ContainsKey(t) && root != null ) {
|
||||
tmp = Object.Instantiate(prefabs[t], root.transform);
|
||||
tmp.transform.position = v;
|
||||
|
@ -194,7 +194,6 @@ public class GenerationProcessor {
|
|||
return 90;
|
||||
toCheck = position + new Vector2Int(1, 0);
|
||||
return 0;
|
||||
break;
|
||||
case ExtendedTileType.DoorInner:
|
||||
Vector2Int toCheckD = position + new Vector2Int(0, -1);
|
||||
if(tiles.ContainsKey(toCheckD) && tiles[toCheckD].type == Room.TileType.DOOR)
|
||||
|
@ -203,4 +202,18 @@ public class GenerationProcessor {
|
|||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
private ExtendedTileType GetRandomGroundType() {
|
||||
int num = (int) (UnityEngine.Random.value * 4);
|
||||
switch(num) {
|
||||
case 0:
|
||||
return ExtendedTileType.Ground0;
|
||||
case 1:
|
||||
return ExtendedTileType.Ground1;
|
||||
case 2:
|
||||
return ExtendedTileType.Ground2;
|
||||
default:
|
||||
return ExtendedTileType.Ground3;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -20,11 +20,11 @@ public class NotificationManager : MonoBehaviour {
|
|||
this.duration = duration;
|
||||
}
|
||||
|
||||
public string getText() {
|
||||
public string GetText() {
|
||||
return text;
|
||||
}
|
||||
|
||||
public float getDuration() {
|
||||
public float GetDuration() {
|
||||
return duration;
|
||||
}
|
||||
}
|
||||
|
@ -34,43 +34,44 @@ public class NotificationManager : MonoBehaviour {
|
|||
delay = 0;
|
||||
messages = new List<Notification>();
|
||||
text = GetComponent<Text>();
|
||||
hide();
|
||||
Hide();
|
||||
}
|
||||
|
||||
void Update() {
|
||||
if ( showingMessage ) {
|
||||
if ( Time.time > delay ) {
|
||||
if (messages.Count <= 1) {
|
||||
Debug.Log(delay - Time.time);
|
||||
Debug.Log(messages.Count);
|
||||
if (messages.Count == 1) {
|
||||
messages.Remove(messages[0]);
|
||||
hide();
|
||||
} else {
|
||||
Hide();
|
||||
} else if (messages.Count > 1) {
|
||||
messages.Remove(messages[0]);
|
||||
text.text = messages[0].getText();
|
||||
delay = Time.time + messages[0].getDuration();
|
||||
text.text = messages[0].GetText();
|
||||
delay = Time.time + messages[0].GetDuration();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void showMessage(string text, float duration) {
|
||||
if ( showingMessage ) {
|
||||
messages.Add(new Notification(text, duration));
|
||||
} else {
|
||||
showingMessage = true;
|
||||
public void ShowMessage(string text, float duration) {
|
||||
messages.Add(new Notification(text, duration));
|
||||
|
||||
if (!showingMessage) {
|
||||
showingMessage = true;
|
||||
GetComponent<Text>().text = text;
|
||||
delay = Time.time + duration;
|
||||
show();
|
||||
Show();
|
||||
}
|
||||
}
|
||||
|
||||
void show() {
|
||||
void Show() {
|
||||
GetComponentInParent<Image>().enabled = true;
|
||||
text.enabled = true;
|
||||
showingMessage = true;
|
||||
}
|
||||
|
||||
void hide() {
|
||||
void Hide() {
|
||||
GetComponentInParent<Image>().enabled = false;
|
||||
text.enabled = false;
|
||||
showingMessage = false;
|
||||
|
|
|
@ -13,7 +13,8 @@ public class FinishObjective : Objective {
|
|||
}
|
||||
|
||||
public override void UpdateGoal() {
|
||||
ReachedGoal();
|
||||
if ((room.GetCenter() - (Vector2)player.transform.position).magnitude < 2)
|
||||
ReachedGoal();
|
||||
}
|
||||
|
||||
protected override void ReachedGoal() {
|
||||
|
|
|
@ -1,7 +1,8 @@
|
|||
using UnityEngine;
|
||||
|
||||
public class PlayerMovement : MonoBehaviour {
|
||||
private bool firstKeyPressed;
|
||||
bool firstKeyPressed;
|
||||
bool messagePosted;
|
||||
|
||||
[SerializeField]
|
||||
public float acceleration = 3;
|
||||
|
@ -19,9 +20,14 @@ public class PlayerMovement : MonoBehaviour {
|
|||
// Use this for initialization
|
||||
void Start() {
|
||||
rb = GetComponent<Rigidbody2D>();
|
||||
messagePosted = false;
|
||||
}
|
||||
|
||||
void Update() {
|
||||
if (!firstKeyPressed && !messagePosted) {
|
||||
messagePosted = true;
|
||||
GameController.instance.GetUI().GetNotificationManager().ShowMessage("Press any key to start!", 2);
|
||||
}
|
||||
if ( !firstKeyPressed && Input.anyKey ) {
|
||||
firstKeyPressed = true;
|
||||
}
|
||||
|
@ -57,11 +63,20 @@ public class PlayerMovement : MonoBehaviour {
|
|||
//Debug.Log(br);
|
||||
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