Commit c43951f4 authored by Andrew R Van Buren's avatar Andrew R Van Buren

Merge branch 'character' into 'master'

Character

See merge request !39
parents f33d110f 3cede061
......@@ -29,3 +29,6 @@ sysinfo.txt
# Builds
*.apk
*.unitypackage
.DS_Store
*/.DS_Store
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......@@ -17,6 +17,7 @@ public class Actions : MonoBehaviour {
public int fireballSpeed = 5;
public bool unlockedWaterShield = false;
public bool waterShieldUsable = true;
private float waterShieldTimer = 0.0f;
public float waterShieldCooldown = 5.0f;
......@@ -27,6 +28,10 @@ public class Actions : MonoBehaviour {
private Vector3 LastInput = new Vector2(0, -1);
private Animator animator;
public float meleeTime = 0.5f;
void Start () {
abilitiesImage = GameObject.FindGameObjectWithTag ("Cycle").GetComponent<Image>();
......@@ -36,23 +41,54 @@ public class Actions : MonoBehaviour {
abilityUnusable = new Color(255.0f,255.0f,255.0f,0.5f);
abilityUsable = new Color(255.0f,255.0f,255.0f,1.0f);
audio = GetComponent<AudioSource>();
animator = GetComponent<Animator>();
}
void Update () {
RaycastHit2D hit = Physics2D.Raycast(transform.position, GetLastDirection());
Debug.DrawRay(transform.position, GetLastDirection(), Color.red);
// Constantly check where the player is facing
GetLastDirection();
RaycastHit2D meleeRaycastHit = Physics2D.Raycast(transform.position, GetLastDirection(), 5);
Debug.DrawRay(transform.position, GetLastDirection(), Color.red);
if(meleeRaycastHit.collider.tag == "Enemy") {
Debug.Log(meleeRaycastHit.collider.gameObject);
}
// If the player right clicks the mouse...
if(Input.GetButtonDown("Fire1")) {
animator.SetBool("Attacking", true);
StartCoroutine(ResetAttack());
}
if(Input.GetButtonDown("Fire2")) {
UseAbility(currentAbility.name);
}
if(Input.GetButtonDown("Fire3")) {
if(unlockedWaterShield == true) {
// Increment the counter
abilitiesCounter++;
// If the counter goes out of range of the array's size, reset it to 0
if(abilitiesCounter > abilities.Length - 1) {
abilitiesCounter = 0;
}
// Call the ChooseAbility() function
CycleAbility();
}
}
// Checks to see if the water shield is off cooldown and changes the image opacity accordingly
if(waterShieldUsable == false) {
waterShieldTimer -= Time.deltaTime;
if(waterShieldTimer <= 0) {
......@@ -64,26 +100,11 @@ public class Actions : MonoBehaviour {
} else {
abilitiesImage.GetComponent<Image>().color = abilityUsable;
}
// If the player presses the button to choose an ability...
if(Input.GetButtonDown("Fire2")) {
// Increment the counter
abilitiesCounter++;
// Call the ChooseAbility() function
CycleAbility();
}
}
void CycleAbility() {
// If the counter goes out of range of the array's size, reset it to 0
if(abilitiesCounter > abilities.Length - 1) {
abilitiesCounter = 0;
}
// Set the currentAbility to the one chosen by the abilitiesCounter
currentAbility = abilities[abilitiesCounter];
......@@ -158,6 +179,10 @@ public class Actions : MonoBehaviour {
this.GetComponent<HeroMobility> ().canMove = false;
yield return new WaitForSeconds (0.2f);
this.GetComponent<HeroMobility> ().canMove = true;
}
IEnumerator ResetAttack() {
yield return new WaitForSeconds(meleeTime);
animator.SetBool("Attacking", false);
}
}
......@@ -8,7 +8,7 @@ public class MapLoader : MonoBehaviour {
void Start () {
string text = System.IO.File.ReadAllText ("Assets\\Resources\\Maps\\" + fileName + ".txt");
string text = System.IO.File.ReadAllText ("Assets/Resources/Maps/" + fileName + ".txt");
string[] delim = { "\r\n" };
......@@ -19,7 +19,7 @@ public class MapLoader : MonoBehaviour {
int x = int.Parse (coords[0].ToString ());
int y = int.Parse (coords[1].ToString ());
Tile[,] map = new Tile[y, x];
//Tile[,] map = new Tile[y, x];
float startx;
float starty;
......@@ -31,19 +31,25 @@ public class MapLoader : MonoBehaviour {
x = int.Parse (args [0]);
y = int.Parse (args [1]);
map [x, y].walkable = bool.Parse (args [2]);
map [x, y].weight = float.Parse (args [3]);
//map [x, y].walkable = bool.Parse (args [2]);
//map [x, y].weight = float.Parse (args [3]);
map [x, y] = ((GameObject) Instantiate(Resources.Load<GameObject> ("Prefabs/" + args[4]))).GetComponent<Tile> ();
//map [x, y] = ((GameObject)
string path = "Prefabs/" + args[4];
GameObject prefab = Resources.Load<GameObject> (path);
Debug.Log(path);
Debug.Log(prefab);
GameObject go = Instantiate(prefab);//.GetComponent<Tile> ();
go.transform.position = new Vector3(x, y, 0);
startx = (float)x - (float)map.GetLength(0) / 2f;
starty = (float)y - (float)map.GetLength(1) / 2f;
//startx = (float)x - (float)map.GetLength(0) / 2f;
//starty = (float)y - (float)map.GetLength(1) / 2f;
map [x, y].transform.position = new Vector3 (startx, starty, 0);
//map [x, y].transform.position = new Vector3 (startx, starty, 0);
}
Map.map = map;
//Map.map = map;
}
Tile[,] GenerateTiles (int rows, int cols) {
......
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