-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathPlayer.cs
164 lines (142 loc) · 3.62 KB
/
Player.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
using UnityEngine;
using System.Collections;
public class Player : MonoBehaviour {
private Collider2D _collider;
private Rigidbody2D _rigidbody;
[SerializeField]private float _speed_x = 0.0f;
[SerializeField]private GameObject bulletPrefab;
[SerializeField]private Vector2 bulletForce;
[SerializeField]private float move_y;
private int fireModeOffset = -1;
public enum FireMode
{
SINGLE,
AUTO,
TRIPLE,
OVERCUM
};
private int fireModesNum = 4;
private FireMode fireMode = FireMode.SINGLE;
private AudioSource _audioSource;
[SerializeField]private AudioClip[] _bornClipsCollection;
private AudioClip _bornClip;
[SerializeField]private AudioClip _fireClip;
[SerializeField]private Color fireColor;
private Renderer _rend;
private Color _defaultColor;
void Awake()
{
_rend = GetComponent<Renderer> ();
_defaultColor = _rend.material.color;
_collider = GetComponent<Collider2D> ();
_rigidbody = GetComponent<Rigidbody2D> ();
_audioSource = GetComponent<AudioSource> ();
if (_bornClipsCollection.Length > 0) {
_bornClip = _bornClipsCollection [Random.Range (0, _bornClipsCollection.Length - 1)];
}
}
// Use this for initialization
void Start () {
if (_bornClip != null) {
_audioSource.PlayOneShot (_bornClip);
}
}
Vector2 Get2DPosition ()
{
return (new Vector2 (transform.position.x,transform.position.y));
}
//TODO:объединить повторяющиеся части этих двух методов
public void MakeStep(float coef)
{
float move_pos = coef * _speed_x;
Vector2 moveVector = Get2DPosition ();
moveVector.x = Mathf.Clamp (moveVector.x
+ move_pos * Time.deltaTime,
-16.75f, 16.75f);
Move (moveVector);
}
public void MakeStepWithY(float coef)
{
float move_pos = coef * _speed_x;
Vector2 m = new Vector2 (move_pos, move_y);
Move (Get2DPosition () + m * Time.deltaTime);
}
void Move(Vector2 move_coord)
{
_rigidbody.MovePosition (move_coord);
}
private void Shot(float rotation, float force_y = 0)
{
GameObject bulletObject = (GameObject)Instantiate<GameObject> (bulletPrefab);
bulletObject.transform.position = Get2DPosition () + new Vector2(0.0f, Mathf.Sign(bulletForce.y)*4.0f);
Vector2 thisBulletForce = new Vector2 (rotation,bulletForce.y + force_y);
bulletObject.GetComponent<Rigidbody2D> ().AddForce (thisBulletForce);
}
public void FireColorOn()
{
_rend.material.color = fireColor;
}
public void FireColorOff()
{
_rend.material.color = _defaultColor;
}
public void Fire()
{
switch (fireMode) {
case FireMode.SINGLE:
Shot (0.0f);
break;
case FireMode.TRIPLE:
Shot (0.0f);
Shot (20000.0f);
Shot (-20000.0f);
break;
case FireMode.AUTO:
Shot (0.0f);
Shot (0.0f,1000.0f);
Shot (0.0f,10000.0f);
break;
case FireMode.OVERCUM:
for (int i = 0; i < 30; i++) {
Shot ((float)i*1000,(float)i*(-10));
}
break;
default:
break;
}
_audioSource.PlayOneShot (_fireClip);
if(fireModeOffset <= 0) {
DefaultFireMode();
} else {
fireModeOffset --;
}
}
public void SetFireMode(FireMode fm, int duration = -1)
{
fireModeOffset = duration;
fireMode = fm;
}
public void SetNextFireModeOrIncreaseFireModeOffset(int duration)
{
if( fireMode == FireMode.SINGLE) {
fireModeOffset = duration;
fireMode ++;
} else if ((int)fireMode < fireModesNum -1){
fireMode ++;
} else {
fireModeOffset += duration;
}
}
public void DefaultFireMode()
{
if (fireMode != FireMode.SINGLE){
SetFireMode (FireMode.SINGLE);
fireModeOffset = -1;
}
}
public void Die()
{
//GetComponent<Animator> ().SetBool ("Die", true);
Destroy (gameObject);
}
}