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Player.cs
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Player.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Photon.Pun;
using TMPro;
namespace Com.MyCompany.Pacman
{
public class Player : MonoBehaviourPunCallbacks, IPunObservable
{
#region Private Fields
private float speed = 10.0f;
private float step;
private float counter = 10.0f;
private CircleCollider2D cc;
//private Animator anim;
private SpriteRenderer spr;
private AudioSource src;
private bool UpPress = false;
private bool DownPress = false;
private bool RightPress = false;
private bool LeftPress = false;
private Touch playerTouch;
private Vector2 touchStart, touchEnd;
#endregion
#region Public Fields
public Game_Manager game_Manager;
public static bool canKill = false;
public float MaxRayDist;
public float MoveDist;
public float score;
public AudioClip pickupClip;
public AudioClip musicGen;
public AudioClip musicActiv;
//public GameObject playerFace;
public GameObject counterShow;
public Light player_Light;
public GameObject[] GlowLights;
public AudioSource intense_src;
public TMP_Text score_Text;
public TMP_Text counter_Text;
public Vector2 target_pos;
[Tooltip("The Player's UI GameObject Prefab")]
[SerializeField]
public GameObject PlayerUiPrefab;
//public int Health = 80;
[Tooltip("The local player instance. Use this to know if the local player is represented in the Scene")]
public static GameObject LocalPlayerInstance;
#endregion
//TEST
//public bool test_CanMove = true;
// Start is called before the first frame update
#region MonoBehaviour Callbacks
void Awake()
{
// #Important
// used in GameManager.cs: we keep track of the localPlayer instance to prevent instantiation when levels are synchronized
if (photonView.IsMine)
{
Player.LocalPlayerInstance = this.gameObject;
}
// #Critical
// we flag as don't destroy on load so that instance survives level synchronization, thus giving a seamless experience when levels load.
DontDestroyOnLoad(this.gameObject);
}
void Start()
{
if (photonView.IsMine)
{
Player.LocalPlayerInstance = this.gameObject;
}
game_Manager = GameObject.Find("GameManager").GetComponent<Game_Manager>();
#if UNITY_5_4_OR_NEWER
// Unity 5.4 has a new scene management. register a method to call CalledOnLevelWasLoaded.
UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoaded;
if (PlayerUiPrefab != null)
{
GameObject _uiGo = Instantiate(PlayerUiPrefab);
_uiGo.SendMessage("SetTarget", this, SendMessageOptions.RequireReceiver);
}
else
{
Debug.LogWarning("<Color=Red><a>Missing</a></Color> PlayerUiPrefab reference on player Prefab.", this);
}
#endif
//Detect required stuff
//player_Light = GetComponentInChildren<Light>();
score_Text = GameObject.FindGameObjectWithTag("ScoreText").GetComponent<TMP_Text>();
counter_Text = GameObject.FindGameObjectWithTag("CounterText").GetComponent<TMP_Text>();
intense_src = GameObject.Find("IntenseMusic").GetComponent<AudioSource>();
counterShow = GameObject.FindGameObjectWithTag("Counter_0");
//anim = GetComponent<Animator>();
cc = GetComponent<CircleCollider2D>();
spr = GetComponent<SpriteRenderer>();
src = GetComponent<AudioSource>();
intense_src.volume = 0;
score = 0;
score_Text.text = score.ToString();
target_pos = transform.position;
}
#if !UNITY_5_4_OR_NEWER
/// <summary>See CalledOnLevelWasLoaded. Outdated in Unity 5.4.</summary>
void OnLevelWasLoaded(int level)
{
this.CalledOnLevelWasLoaded(level);
}
#endif
void CalledOnLevelWasLoaded(int level)
{
GameObject _uiGo = Instantiate(this.PlayerUiPrefab);
_uiGo.SendMessage("SetTarget", this, SendMessageOptions.RequireReceiver);
/*
// check if we are outside the Arena and if it's the case, spawn around the center of the arena in a safe zone
if (!Physics.Raycast(transform.position, -Vector3.up, 5f))
{
transform.position = new Vector3(0f, 5f, 0f);
}
*/
}
#if UNITY_5_4_OR_NEWER
public override void OnDisable()
{
// Always call the base to remove callbacks
base.OnDisable();
UnityEngine.SceneManagement.SceneManager.sceneLoaded -= OnSceneLoaded;
}
#endif
private void Update()
{
#if UNITY_EDITOR_WIN
if (photonView.IsMine)
{
if (UpPress)
{
if (CheckMove(Vector2.up))
{
target_pos = new Vector2(transform.position.x, transform.position.y + MoveDist);
step = speed * Time.deltaTime;
transform.position = Vector2.MoveTowards(transform.position, target_pos, step);
}
}
else if (DownPress)
{
if (CheckMove(Vector2.down))
{
target_pos = new Vector2(transform.position.x, transform.position.y - MoveDist);
step = speed * Time.deltaTime;
transform.position = Vector2.MoveTowards(transform.position, target_pos, step);
}
}
else if (RightPress)
{
if (CheckMove(Vector2.right))
{
target_pos = new Vector2(transform.position.x + MoveDist, transform.position.y);
step = speed * Time.deltaTime;
transform.position = Vector2.MoveTowards(transform.position, target_pos, step);
spr.flipX = false;
}
}
else if (LeftPress)
{
if (CheckMove(Vector2.left))
{
target_pos = new Vector2(transform.position.x - MoveDist, transform.position.y);
step = speed * Time.deltaTime;
transform.position = Vector2.MoveTowards(transform.position, target_pos, step);
spr.flipX = true;
}
}
}
#endif
#if UNITY_ANDROID
if (photonView.IsMine)
{
if (Input.touchCount > 0)
{
playerTouch = Input.GetTouch(0);
if (playerTouch.phase == TouchPhase.Began)
{
touchStart = playerTouch.position;
}
else if (playerTouch.phase == TouchPhase.Moved || playerTouch.phase == TouchPhase.Ended)
{
touchEnd = playerTouch.position;
float x = touchEnd.x - touchStart.x;
float y = touchEnd.y - touchStart.y;
if (Mathf.Abs(x) == 0 && Mathf.Abs(y) == 0)
{
//SHE JUST TAPPED, NO MOTION OF THE TOUCH
}
else if (Mathf.Abs(x) > Mathf.Abs(y))
{
if (x > 0)
{
if (CheckMove(Vector2.right))
{
target_pos = new Vector2(transform.position.x + MoveDist, transform.position.y);
step = speed * Time.deltaTime;
transform.position = Vector2.MoveTowards(transform.position, target_pos, step);
spr.flipX = false;
}
}
else
{
if (CheckMove(Vector2.left))
{
target_pos = new Vector2(transform.position.x - MoveDist, transform.position.y);
step = speed * Time.deltaTime;
transform.position = Vector2.MoveTowards(transform.position, target_pos, step);
spr.flipX = true;
}
}
}
else
{
if (y > 0)
{
if (CheckMove(Vector2.up))
{
target_pos = new Vector2(transform.position.x, transform.position.y + MoveDist);
step = speed * Time.deltaTime;
transform.position = Vector2.MoveTowards(transform.position, target_pos, step);
}
}
else
{
if (CheckMove(Vector2.down))
{
target_pos = new Vector2(transform.position.x, transform.position.y - MoveDist);
step = speed * Time.deltaTime;
transform.position = Vector2.MoveTowards(transform.position, target_pos, step);
}
}
}
}
}
}
#endif
//
if (photonView.IsMine)
{
if (canKill)
{
if (((int)counter) > 0)
{
counter_Text.text = ((int)counter).ToString();
counter -= Time.deltaTime;
}
else
{
//GlowLights[0].SetActive(false);
player_Light.intensity = 3.5f;
counterShow.SetActive(false);
src.clip = pickupClip;
intense_src.volume = 0;
game_Manager.SetAudio();
counter = 10.0f;
canKill = false;
}
}
}
}
#endregion
#region Private Methods
#if UNITY_5_4_OR_NEWER
void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode loadingMode)
{
this.CalledOnLevelWasLoaded(scene.buildIndex);
}
#endif
private bool CheckMove(Vector2 dir)
{
RaycastHit2D[] rchObj = new RaycastHit2D[10];
cc.Cast(dir, rchObj, MaxRayDist, true);
foreach (RaycastHit2D rch in rchObj)
{
if (rch && rch.collider.gameObject.tag == "Wall")
{
return false;
}
}
return true;
}
void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.CompareTag("kp") && (!canKill) && photonView.IsMine)
{
collision.gameObject.SetActive(false);
canKill = true;
intense_src.volume = 1;
//GlowLights[0].SetActive(true);
player_Light.intensity = 5f;
game_Manager.SetAudio();
counterShow.SetActive(true);
}
else if (collision.gameObject.CompareTag("Pickup") && photonView.IsMine)
{
score += 1;
score_Text.text = score.ToString();
src.Play();
collision.gameObject.SetActive(false);
}
}
#endregion
#if UNITY_EDITOR_WIN
#region Public Methods
public void MoveUp()
{
UpPress = true;
}
public void MoveDown()
{
DownPress = true;
}
public void MoveRight()
{
RightPress = true;
}
public void MoveLeft()
{
LeftPress = true;
}
public void MoveUpRelease()
{
UpPress = false;
}
public void MoveDownRelease()
{
DownPress = false;
}
public void MoveRightRelease()
{
RightPress = false;
}
public void MoveLeftRelease()
{
LeftPress = false;
}
#endregion
#endif
#region IPunObservable implementation
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
}
#endregion
//TEST
/*bool CheckMove(Vector2 dir)
{
RaycastHit2D hit = Physics2D.Raycast(transform.position, dir, MaxRayDist);
if (hit.collider == null || hit.collider.gameObject.tag == "Player")
return true;
else
return false;
}*/
}
}
/* =============================================================================
# Author: Aurav S Tomar - https://github.com/le-incroyable1-dev
# Email: [email protected]
# FileName: Player.cs
# Updated On: 14/05/2021
============================================================================= */