98 lines
3.3 KiB
C#
98 lines
3.3 KiB
C#
using UnityEngine;
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using System.Collections;
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public class Teo : MonoBehaviour
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{
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public float health = 100;
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public float maxHealth = 100;
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public float moveSpeed = 10;
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public float swingRangeDeg = 3;
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public float swingDistance = 10;
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public float damageStrength = 10;
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public float attackCooldownSeconds = 10;
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public float dashDistance = 5F;
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public float dashCooldownSeconds = 5;
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public float lastAttackTime = 0;
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public float lastDashTime = 0;
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public GameObject distanceIndicator;
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Rigidbody2D controller;
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GameState gameState;
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bool dashing;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start() {
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controller = GetComponent<Rigidbody2D>();
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gameState = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameState>();
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}
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// Update is called once per frame
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void Update() {
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// Move player
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if (!dashing) {
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controller.AddRelativeForce (new Vector2 (
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Input.GetAxisRaw("Horizontal"),
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Input.GetAxisRaw("Vertical")
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).normalized * moveSpeed * Time.deltaTime);
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}
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// Attack on click if not on cooldown
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if (Input.GetMouseButtonDown(0)) {
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Attack();
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lastAttackTime = Time.fixedTime;
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}
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if (Input.GetMouseButtonDown(1) && Time.fixedTime-lastDashTime > dashCooldownSeconds) {
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StartCoroutine("Dash");
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}
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}
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void Attack() {
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Instantiate(distanceIndicator, transform);
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// Get all objects within swingDistance of player
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Collider2D[] hits = Physics2D.OverlapCircleAll(
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transform.position,
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swingDistance
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);
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// Damage all ratbots in scanned area
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foreach (Collider2D hit in hits) {
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Ratbot ratbot = hit.GetComponent<Ratbot>();
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if (ratbot == null) continue;
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// Find the closest point on the ratbot
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Vector2 hitClosest = Physics2D.ClosestPoint(
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transform.position, hit
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);
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// If ratbot's closest point within swing range, damage it.
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// Calculate absolute difference between angles of ratbot and cursor
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if (Mathf.Abs(Mathf.Atan2(
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hitClosest.y - transform.position.y,
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hitClosest.x - transform.position.x
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) - Mathf.Atan2(
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Input.mousePosition.y - Screen.height/2,
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Input.mousePosition.x - Screen.width/2
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)) > swingRangeDeg * Mathf.Deg2Rad
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) continue;
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// Apply a multiplier to damageStrength based on attack cooldown.
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// If multiplier > 1, just do damageStrength
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// Fuck readability, it's a one liner now
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Debug.Log(Mathf.Min(damageStrength * (Time.fixedTime - lastAttackTime)/attackCooldownSeconds, damageStrength));
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ratbot.Damage(Mathf.Min(damageStrength * (Time.fixedTime - lastAttackTime)/attackCooldownSeconds, damageStrength));
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}
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}
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IEnumerator Dash() {
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BoxCollider2D collider = GetComponent<BoxCollider2D>();
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// Disable collision and linearDamping while dashing
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lastDashTime = Time.fixedTime;
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dashing = true;
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collider.enabled = false;
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controller.linearDamping = 0;
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controller.linearVelocity = Vector2.zero;
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// Apply a force to player towards mouse cursor
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controller.AddRelativeForce (new Vector2(
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Input.mousePosition.x - Screen.width/2,
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Input.mousePosition.y - Screen.height/2
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).normalized * dashDistance);
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// Wait 0.2 seconds before ending the dash
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yield return new WaitForSeconds(0.2F);
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// Re enable collision and linearDamping after dash complete
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dashing = false;
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collider.enabled = true;
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controller.linearDamping = 15;
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}
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}
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