Files
RatStabber/Assets/C# Scripts/Teo.cs
2024-10-25 13:24:47 -07:00

89 lines
2.7 KiB
C#

using UnityEngine;
using System.Collections;
public class Teo : MonoBehaviour
{
public float health = 100;
public float maxHealth = 100;
public float moveSpeed = 10;
public float swingRangeDeg = 3;
public float swingDistance = 10;
public float damageStrength = 10;
public float attackCooldownSeconds = 10;
public float dashDistance = 5F;
public float dashCooldownSeconds = 5;
public float lastAttackTime = 0;
public float lastDashTime = 0;
public GameObject distanceIndicator;
Rigidbody2D controller;
GameState gameState;
bool dashing;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start() {
controller = GetComponent<Rigidbody2D>();
gameState = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameState>();
}
// Update is called once per frame
void Update() {
// Move player
if (!dashing) {
controller.AddRelativeForce (new Vector2 (
Input.GetAxisRaw("Horizontal"),
Input.GetAxisRaw("Vertical")
).normalized * moveSpeed * Time.deltaTime);
}
// Attack on click if not on cooldown
if (Input.GetMouseButtonDown(0)) {
Attack();
lastAttackTime = Time.fixedTime;
}
if (Input.GetMouseButtonDown(1) && Time.fixedTime-lastDashTime > dashCooldownSeconds) {
StartCoroutine("Dash");
}
}
void Attack() {
if (Time.fixedTime-lastAttackTime < attackCooldownSeconds) {
return;
}
Instantiate(distanceIndicator, transform);
// Get all objects within swingDistance of player
Collider2D[] hits = Physics2D.OverlapCircleAll(
transform.position,
swingDistance
);
// Damage all ratbots in scanned area
foreach (Collider2D hit in hits) {
Ratbot ratbot = hit.GetComponent<Ratbot>();
// If ratbot exists and is within swing range, damage it.
// Calculate absolute difference between angles of ratbot and cursor
if (ratbot == null || Mathf.Abs(Mathf.Atan2(
ratbot.transform.position.y - transform.position.y,
ratbot.transform.position.x - transform.position.x
) - Mathf.Atan2(
Screen.height/2 - Input.mousePosition.y,
Screen.width/2 - Input.mousePosition.x
)) > swingRangeDeg * Mathf.Deg2Rad
) continue;
ratbot.Damage(damageStrength);
}
}
IEnumerator Dash() {
BoxCollider2D collider = GetComponent<BoxCollider2D>();
lastDashTime = Time.fixedTime;
dashing = true;
collider.enabled = false;
controller.linearDamping = 0;
controller.linearVelocity = Vector2.zero;
controller.AddRelativeForce (new Vector2(
Input.mousePosition.x - Screen.width/2,
Input.mousePosition.y - Screen.height/2
).normalized * dashDistance);
// Wait 0.2 seconds before ending the dash
yield return new WaitForSeconds(0.2F);
dashing = false;
collider.enabled = true;
controller.linearDamping = 15;
}
}