ProjetPatate/Assets/Scripts/Tavernkeeper_controller.cs

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3.5 KiB
C#
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Tavernkeeper_controller : MonoBehaviour
{
public float mvt_speed = 5.0f; //Movement speed
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IDictionary<string, GameObject> hand_container;
// Last user inputs
float horizontal;
float vertical;
float hands;
Vector2 lookDirection = new Vector2(1,0);
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Rigidbody2D rigidbody2d;
Animator animator;
// Start is called before the first frame update
void Start()
{
rigidbody2d = GetComponent<Rigidbody2D>();
animator = GetComponent<Animator>();
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hand_container = new Dictionary<string, GameObject>(){
{"left", null},
{"right", null}
};
}
// Update is called once per frame
void Update()
{
//Read inputs
horizontal = Input.GetAxis("Horizontal"); //See Edit/Project setting / Input Manager
vertical = Input.GetAxis("Vertical");
// Debug.Log(horizontal);
Vector2 move = new Vector2(horizontal, vertical);
//Update animation direction
if(!Mathf.Approximately(move.x, 0.0f) || !Mathf.Approximately(move.y, 0.0f)) //Movement requested ?
{
lookDirection.Set(move.x, move.y); //== lookDirection=move
lookDirection.Normalize();
}
animator.SetFloat("Look X", lookDirection.x);
animator.SetFloat("Look Y", lookDirection.y);
animator.SetFloat("Speed", move.magnitude);
hands = Input.GetAxis("Hand");
// Debug.Log(hands);
if(!Mathf.Approximately(hands, 0.0f))
{
if(hands>0)
{
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// Debug.Log("Left hand");
handAction("left");
}
else
{
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// Debug.Log("Right hand");
handAction("right");
}
}
}
// Update used by the Physics engine
void FixedUpdate()
{
//Movement of a physic object
Vector2 position = rigidbody2d.position;
position.x = position.x + mvt_speed * horizontal * Time.deltaTime;
position.y = position.y + mvt_speed * vertical * Time.deltaTime;
rigidbody2d.MovePosition(position); //Movement processed by the phyisc engine for Collision, etc.
}
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void handAction(string hand)
{
//Empty hand : try grab
if(hand_container[hand] is null)
{
// Test collision of ray from tavernkeeper center at 1.5 unit distance
RaycastHit2D hit = Physics2D.Raycast(rigidbody2d.position + Vector2.up * 0.2f, lookDirection, 1.5f);
if (hit.collider != null)
{
// Debug.Log("Raycast has hit the object " + hit.collider.gameObject);
GameObject hit_object = hit.collider.gameObject;
if (hit_object != null)
{
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// hit_object.transform.SetParent(transform);
// hit_object.transform.localPosition = new Vector2(-0.2f,0.2f);
hit_object.SetActive(false);
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hand_container[hand]=hit_object;
}
}
}
else //Full hand : drop
{
// Debug.Log("Hand full with "+ hand_container[hand]);
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// hand_container[hand].transform.SetParent(null);
hand_container[hand].SetActive(true);
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hand_container[hand].transform.position = rigidbody2d.position;
hand_container[hand]=null;
}
}
}