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PlayerControls.cs
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255 lines (206 loc) · 7.44 KB
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using UnityEngine;
using System.Collections;
public class PlayerControls : MonoBehaviour {
Animator anim;
public GameObject gameManager;
public GameObject menu;
public GameObject combattame;
float speedMovement = 2.0f;
int randNum;
public bool canMove;
public string tamingCombat;
public int randomMax = 15000;
SceneSwitch scene;
Player_Stats pstats;
// Use this for initialization
void Start () {
anim = GetComponent<Animator>();
gameManager = GameObject.FindGameObjectWithTag("GameManager");
scene = gameManager.GetComponent<SceneSwitch>();
pstats = gameManager.GetComponent<Player_Stats>();
anim.runtimeAnimatorController = Resources.Load(pstats.playerChoice) as RuntimeAnimatorController;////CHANGES THE ANIMATOR OF THIS GAME OBJECT
if (menu.active == true)
menu.SetActive(false);
combattame.SetActive(true);
this.transform.position = gameManager.transform.position;
}
// Update is called once per frame
void Update () {
if (!canMove)
{
return;
}
float input_X = Input.GetAxisRaw("Horizontal");
float input_Y = Input.GetAxisRaw("Vertical");
bool isWalking = (Mathf.Abs(input_X) + Mathf.Abs(input_Y)) > 0;
anim.SetBool("isWalking", isWalking);
if (isWalking)
{
anim.SetFloat("x", input_X);
anim.SetFloat("y", input_Y);
transform.position += new Vector3(input_X * speedMovement, input_Y * speedMovement, 0) * Time.deltaTime;//Change speedMovement to change how fast the player moves
///////////////////////////////Combat Triggers///////////////////////////////////////
randNum = Random.Range(0, 5000);
CombatTrigger();
}
if (Input.GetKeyDown(KeyCode.Escape))
{
if (menu.active == true)
{
menu.SetActive(false);
combattame.SetActive(true);
}
else
{
combattame.SetActive(false);
menu.SetActive(true);
}
}
}
void OnTriggerEnter2D(Collider2D other)
{
if (other.gameObject.tag == "boss")//Enter House
{
scene.areaNum = 11;
scene.SceneLoad("Combat");
}
if (other.gameObject.tag == "Player's House")//Enter House
{
scene.areaNum = 2;
transform.position = new Vector3(-50.98f, 0.358f, 0.0f);
}
if (other.gameObject.tag == "Player's House Exit")//Exit House
{
scene.areaNum = 0;
transform.position = new Vector3(9.035f, 6.986f, 0.0f);
}
if (other.gameObject.tag == "Training House")//Enter House
{
scene.areaNum = 2;
transform.position = new Vector3(54.04f, -41.02f, 0.0f);
}
if (other.gameObject.tag == "Training House Exit")//Exit House
{
scene.areaNum = 0;
transform.position = new Vector3(42.11f, 5.31f, 0.0f);
}
if (other.gameObject.tag == "Castle's Front House")//Enter House
{
scene.areaNum = 2;
transform.position = new Vector3(-38.57f, 48.925f, 0.0f);
}
if (other.gameObject.tag == "Castle's Front House Exit")//Exit House
{
scene.areaNum = 0;
transform.position = new Vector3(35.466f, 32.912f, 0.0f);
}
if (other.gameObject.tag == "Orange House")//Enter House
{
scene.areaNum = 2;
transform.position = new Vector3(176.913f, 40.726f, 0.0f);
}
if (other.gameObject.tag == "Orange House Exit")//Exit House
{
scene.areaNum = 0;
transform.position = new Vector3(60.46f, 41.32f, 0.0f);
}
if (other.gameObject.tag == "Blue House")//Enter House
{
scene.areaNum = 2;
transform.position = new Vector3(214.3f, 40.726f, 0.0f);
}
if (other.gameObject.tag == "Blue House Exit")//Exit House
{
scene.areaNum = 0;
transform.position = new Vector3(71.47f, 41.32f, 0.0f);
}
if (other.gameObject.tag == "Green House")//Enter House
{
scene.areaNum = 2;
transform.position = new Vector3(200.12f, 57.72f, 0.0f);
}
if (other.gameObject.tag == "Green House Exit")//Exit House
{
scene.areaNum = 0;
transform.position = new Vector3(65.54f, 47.18f, 0.0f);
}
if (other.gameObject.tag == "Forest Inside Entrance")//Enter Forest Area 1 Entrance
{
pstats.combatready = false;
scene.areaNum = 1;//the level i want the monsters to be
transform.position = new Vector3(19.769f, 5.158f, 0.0f);
Debug.Log("false");
}
if (other.gameObject.tag == "Forest Outside Entrance")//Exit Forest Area 1 Entrance
{
pstats.combatready = true;
scene.areaNum = 1;//the level i want the monsters to be
transform.position = new Vector3(220.00f, -26.00f, 0.0f);
Debug.Log("true");
}
if (other.gameObject.tag == "Forest Inside Exit")//Enter Forest Area 1 Exit
{
pstats.combatready = false;
scene.areaNum = 0;
transform.position = new Vector3(35.624f, 5.14f, 0.0f);
Debug.Log("false");
}
if (other.gameObject.tag == "Forest Outside Exit")//Exit Forest Area 1 Exit
{
pstats.combatready = true;
scene.areaNum = 0;
transform.position = new Vector3(276.6f, -26.00f, 0.0f);
Debug.Log("true");
}
if (other.gameObject.tag == "Deep Forest Entrance")//Deep Forest Entrance
{
pstats.combatready = true;
scene.areaNum = 4;//the level i want the monsters to be
transform.position = new Vector3(330.7f, 68.8f, 0.0f);
Debug.Log("true");
}
if (other.gameObject.tag == "Deep Forest Exit")//Deep Forest Exit
{
pstats.combatready = false;
scene.areaNum = 0;
transform.position = new Vector3(57.23f, 49.12f, 0.0f);
Debug.Log("false");
}
if (other.gameObject.tag == "Cave Entrance")//Cave Entrance
{
pstats.combatready = true;
scene.areaNum = 6;//the level i want the monsters to be
transform.position = new Vector3(-97.67f, 56.43f, 0.0f);
Debug.Log("true");
}
if (other.gameObject.tag == "Cave Exit")//Cave Exit
{
pstats.combatready = false;
scene.areaNum = 0;
transform.position = new Vector3(12.49f, 45.5f, 0.0f);
Debug.Log("false");
}
}
void CombatTrigger()
{
if (pstats.combatready == true)
{
randNum = Random.Range(0, randomMax);
Debug.Log(randNum);
if (randNum <= 20)
{
pstats.playerLocation();
if (tamingCombat == "Combat")
scene.SceneLoad("Combat");
else
scene.SceneLoad("Taming");
/*need to save the areaNum for monsters and combat area also*/
}
if (randomMax <= 500)
{
}
else
randomMax -= 50;
}
}
}