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Commit 0f703872 authored by Ryan Hoppe (rmh898)'s avatar Ryan Hoppe (rmh898)
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A few proposed weapon stats tossed in the arena control script

parent 120eb803
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using UnityEngine;
using System.Collections;
public class ArenaCombatControl : MonoBehaviour {
private Rigidbody2D Player;
private Animator myAnimator;
[SerializeField]
private float speed;
private bool LookRight = true;
private bool canMove = true;
private float attackSpeedCooldown;
// fields to modify player stats based on weapons
public WeaponStats[] weapons;
public int currentWeapon = 0;
// Use this for initialization
void Start() {
weapons[currentWeapon].attackSpeed = 1f;
Player = GetComponent<Rigidbody2D>();
myAnimator = GetComponent<Animator>(); //required for animation *******
SetWeaponStats();
}
// Update is called once per frame
void Update() {
float h = Input.GetAxis("Horizontal");
float i = Input.GetAxis("Vertical");
Movement(h);
FlipPlayer(h);
RotatePlayerZaxis(h);
Attack();
Block();
Jump();
}
//controlling the characters movement
private void Movement(float horizontal) {
if (canMove) {
Player.velocity = new Vector2(speed * horizontal, Player.velocity.y);
myAnimator.SetFloat("speed", (Mathf.Abs(horizontal))); //required for animation *******
}
}
private void Attack() {
attackSpeedCooldown -= Time.deltaTime;
if (Input.GetKeyDown(KeyCode.Space) && attackSpeedCooldown <= 0) {
attackSpeedCooldown = weapons[currentWeapon].attackSpeed;
myAnimator.SetBool("attack", true);
}
else {
myAnimator.SetBool("attack", false);
}
}
private void Block() {
if (Input.GetKeyDown(KeyCode.E)) {
myAnimator.SetBool("block", true);
Player.velocity = Vector2.zero;
canMove = false;
}
if (Input.GetKeyUp(KeyCode.E)) {
myAnimator.SetBool("block", false);
canMove = true;
}
}
private void Jump() {
if (Input.GetKeyDown(KeyCode.W)) {
Player.AddForce(new Vector2(0, 500));
}
}
//faces the characters body in the appropriate direction
private void FlipPlayer(float horizontal) {
if (horizontal > 0 && !LookRight || horizontal < 0 && LookRight) {
LookRight = !LookRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
//keeps the character from falling over
private void RotatePlayerZaxis(float horizonal) {
Vector3 myRotation = gameObject.transform.rotation.eulerAngles;
Vector3 Pos = transform.localPosition;
//if the player does not need to be climbing up an angle, the character will be fixed upright
if (Pos.x < -4f || Pos.x > 5f) {
transform.localRotation = Quaternion.Euler(0, 0, 0);
}
else {
//allows the character to rotate but not past 90 degrees either direction when climbing
if (myRotation.z > 90) {
myRotation.z = Mathf.Clamp(0, 0, 0);
transform.rotation = Quaternion.Euler(myRotation);
}
if (myRotation.z < -90) {
myRotation.z = Mathf.Clamp(0, 0, 0);
transform.rotation = Quaternion.Euler(myRotation);
}
}
}
//a few proposed weapon stats
private void SetWeaponStats()
{
weapons[1].damageMin = 1;
weapons[1].damageMax = 5;
weapons[1].attackSpeed = 1;
weapons[2].damageMin = 2;
weapons[2].damageMax = 5;
weapons[2].attackSpeed = 2;
weapons[3].damageMin = 3;
weapons[3].damageMax = 6;
weapons[3].attackSpeed = 2;
weapons[4].damageMin = 3;
weapons[4].damageMax = 4;
weapons[4].attackSpeed = 4;
weapons[5].damageMin = 6;
weapons[5].damageMax = 12;
weapons[5].attackSpeed = 1;
weapons[6].damageMin = 5;
weapons[6].damageMax = 10;
weapons[6].attackSpeed = 3;
}
}
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