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Player.cs
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Player.cs
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using UnityEngine;
using System.Collections;
public class Player : MonoBehaviour
{
//private Camera _mainCam;
private GameObject _gameOver;
private LevelManager _levelManager;
private GameObject _warpBar;
private Component[] children; // Ship's particle system
private float _laneDistance = 1.5f;
private int _currentLane = 3;
private GameObject _newLane;
private bool _changingLane = false;
private bool _moveLeft;
private Transform _rotAround;
private bool _movingForward;
private bool _turnRight = false;
private bool _turnLeft = false;
private Vector3 slerpPos;
private Ship _ship;
private bool _warping;
public bool warping
{
get
{
return _warping;
}
}
private bool _warpCooldown;
private GameObject _warpDanger;
private float _tmpTime;
private bool _timeFlip = false;
private int segs = 5;
private int _leftTurns;
private int _rightTurns;
private const int COOL_DOWN = 5;
private float _strafeSpeed;
private float _movingSpeed;
private float _currentSpeed;
public float currentSpeed
{
get
{
return _currentSpeed;
}
}
private bool _dead = false;
private bool _paused = false;
public bool paused
{
get
{
return _paused;
}
set
{
_paused = value;
}
}
private IEnumerator _wait()
{
yield return new WaitForSeconds(3.5f);
_paused = false;
_ship.animator.speed = 1;
children = this.GetComponentsInChildren<ParticleSystem>();
foreach (ParticleSystem ps in children)
{
ps.Play();
}
}
// Use this for initialization
void Start ()
{
// Start moving
_movingForward = true;
_paused = true;
// Wait 3.5 seconds for start up animation
StartCoroutine("_wait");
//_mainCam = Camera.main;
_gameOver = GameObject.Find ("gameOver");
_gameOver.SetActive(false);
_levelManager = GameObject.Find("GUI Camera").GetComponent<LevelManager> ();
_levelManager.doReturnToGame(); // 'Unpause' to start count down timer
_ship = this.GetComponent<Ship>();
_warpBar = GameObject.Find("warpFront");
_warpDanger = GameObject.Find("warpMid");
_strafeSpeed = _ship.baseStrafe;
_warping = false;
_warpCooldown = false;
_movingSpeed = _ship.baseSpeed;
_currentSpeed = _ship.baseSpeed;
}
// Update is called once per frame
void Update()
{
// Listen for pause button
if (!_dead && (Input.GetKeyDown(KeyCode.Escape) || Input.GetKeyDown(KeyCode.E)))
pauseGame();
// Moving forward
if(!_paused && !_dead)
{
if (Input.GetKey(KeyCode.Space) && !_warpCooldown)
{
_warping = true;
}
else
{
_warping = false;
}
// Reduce warp when on, replenish when off
_warpDrive();
// Move forward
if(_movingForward)
_moveForward ();
// Turn right
if(_turnRight)
_doTurnRight();
// Turn left
if(_turnLeft)
_doTurnLeft();
// Changing lanes
if(!_changingLane)
_listenForMovement();
else
_doChangeLane();
// Speed up from 0 to base
if (_currentSpeed < _ship.baseSpeed)
{
_currentSpeed = Mathf.Lerp(_currentSpeed, _ship.baseSpeed, Time.deltaTime);
if (_ship.baseSpeed - _currentSpeed <= 0.09f)
{
_currentSpeed = _ship.baseSpeed;
}
}
if (_warpCooldown)
{
if(Time.time - _tmpTime > 0.3f)
{
_timeFlip = !_timeFlip;
_tmpTime = Time.time;
if (_timeFlip)
{
// Back
_warpDanger.transform.localPosition = new Vector3(-1.730573f, 4.1f, 4.296598f);
}
else
{
// Front
_warpDanger.transform.localPosition = new Vector3(-1.730573f, 4.1f, 3.926531f);
}
}
}
else
{
// Back
_timeFlip = false;
_warpDanger.transform.localPosition = new Vector3(-1.730573f, 4.1f, 4.296598f);
}
}
}
void OnTriggerEnter(Collider other)
{
if (other.tag == "triggerSegment" && other.transform.parent.FindChild("rotAroundObj") == null) // Hit trigger, add a straight
{
if (_levelManager.infinite)
_levelManager.addSegment();
--segs;
if (_turnLeft || _turnRight)
{
// Convert player position/rotation to friendly values
_reposition(other.transform.parent);
this.transform.parent = null;
// Start forward, stop all other movement
_turnLeft = false;
_turnRight = false;
_movingForward = true;
}
}
else if (other.tag == "soft" && !_warping) // Hit soft object, watch yo self!
{
_ship.animator.Play("soft");
--_ship.playerHealth;
if (_ship.playerHealth == 0)
{
_death();
}
}
else if (other.tag == "rightTurn") // Hit right turn
{
if (_levelManager.infinite)
_levelManager.addSegment();
--segs;
_movingForward = false;
_rotAround = other.transform.parent.FindChild("rotAroundObj").transform;
this.transform.parent = _rotAround;
// Start turn, stop all other movement
_turnRight = true;
_turnLeft = false;
}
else if (other.tag == "leftTurn") // Hit left turn
{
if (_levelManager.infinite)
_levelManager.addSegment();
--segs;
_movingForward = false;
_rotAround = other.transform.parent.FindChild("rotAroundObj").transform;
this.transform.parent = _rotAround;
// Start turn, stop all other movement
_turnLeft = true;
_turnRight = false;
}
else if (other.tag == "finish") // Hit the finish line!
{
_levelManager.saveTime();
_death();
}
}
void OnTriggerStay(Collider other)
{
if(other.tag == "hard" && !_warping) // Hit hard object, you dead son!
{
//this.transform.FindChild("LiftOff:Ship").gameObject.SetActive(false);
// Call the death method
_death();
}
else if(other.tag == "hole") // Player fell through the ground
{
this.GetComponent<Rigidbody>().useGravity = true;
Camera.main.transform.parent = null;
this.transform.FindChild("sunlight").transform.parent = null;
// Invoke the death method after 1 second
Invoke("_death", 1);
}
// Add speed if player passed 5 segments
if (segs == 0)
{
segs = 5;
if (_currentSpeed <= _ship.maxSpeed)
{
_strafeSpeed += 2f;
_currentSpeed += 2f;
}
}
}
private void _death()
{
_paused = true;
_dead = true;
Camera.main.GetComponent<CamShake>().enabled = false;
_ship.animator.Play("dead");
_gameOver.SetActive(true);
if (_levelManager.infinite)
{
_levelManager.saveTime();
}
}
/*
*
*/
private void _moveForward()
{
this.transform.position += this.transform.forward * Time.deltaTime * _movingSpeed;
}
private void _listenForMovement()
{
if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.A))
{
if(_currentLane == 0)
{
Debug.Log("Can't move left.");
}
else
{
--_currentLane;
_moveLeft = true;
_changingLane = true;
// Animate left
_ship.animator.Play("leftTurn");
// Add a new game object and position it into the new lane
_newLane = new GameObject();
_newLane.transform.position = this.transform.position + (this.transform.right * -_laneDistance);
_newLane.transform.parent = this.transform;
Debug.Log("Moved left");
}
}
if (Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.D))
{
if(_currentLane == 6)
{
Debug.Log("Can't move right.");
}
else
{
++_currentLane;
_moveLeft = false;
_changingLane = true;
// Animate right
_ship.animator.Play("rightTurn");
// Add a new game object and position it into the new lane
_newLane = new GameObject();
_newLane.transform.position = this.transform.position + (this.transform.right * _laneDistance);
_newLane.transform.parent = this.transform;
Debug.Log("Moved right");
}
}
}
/**
* public void _doMovePlayer ()
*
* @description
* Moves the player left or right.
*/
private void _doChangeLane()
{
if(_newLane)
{
_newLane.transform.parent = null;
if(_moveLeft)
{
this.transform.position = Vector3.Lerp(this.transform.position, _newLane.transform.position, _strafeSpeed * Time.deltaTime);
}
else
{
this.transform.position = Vector3.Lerp(this.transform.position, _newLane.transform.position, _strafeSpeed * Time.deltaTime);
}
_newLane.transform.parent = this.transform;
if(Vector3.Distance(this.transform.position, _newLane.transform.position) <= 0.01f)
{
this.transform.position = _newLane.transform.position;
GameObject.Destroy (_newLane);
_changingLane = false;
// Animate idle
_ship.animator.Play("idle");
}
}
}
private void _warpDrive()
{
if (_warping && !_warpCooldown)
{
_movingSpeed = _currentSpeed * 1.5f;
_warpBar.transform.localScale = new Vector3(
_warpBar.transform.localScale.x,
_warpBar.transform.localScale.y,
Mathf.MoveTowards(_warpBar.transform.localScale.z, 0, Time.deltaTime)
);
// Disable warping when completely depleted
if (_warpBar.transform.localScale.z <= 0)
{
_warping = false;
_warpCooldown = true;
_tmpTime = Time.time;
}
}
else
{
_movingSpeed = _currentSpeed;
if (_warpCooldown)
{
_warpBar.transform.localScale = new Vector3(
_warpBar.transform.localScale.x,
_warpBar.transform.localScale.y,
Mathf.MoveTowards(_warpBar.transform.localScale.z, _ship.maxWarp, 0.25f * Time.deltaTime * 2)
);
}
else
{
_warpBar.transform.localScale = new Vector3(
_warpBar.transform.localScale.x,
_warpBar.transform.localScale.y,
Mathf.MoveTowards(_warpBar.transform.localScale.z, _ship.maxWarp, 0.25f * Time.deltaTime)
);
}
if (_warpBar.transform.localScale.z >= _ship.maxWarp && _warpCooldown)
{
_warpCooldown = false;
}
}
}
private void _doTurnRight()
{
_rotAround.Rotate (_rotAround.up * (_movingSpeed * 4 * Time.deltaTime));
}
private void _doTurnLeft()
{
_rotAround.Rotate(-_rotAround.up * (_movingSpeed * 4 * Time.deltaTime));
}
private void _reposition(Transform track)
{
// Match player to origin of track (exluding y)
this.transform.rotation = track.rotation;
this.transform.position = new Vector3(track.position.x, this.transform.position.y, track.position.z);
switch(_currentLane)
{
case 0:
if ((int)this.transform.eulerAngles.y == 0 || (int)this.transform.eulerAngles.y == 360)
this.transform.position -= new Vector3(4.5f, 0, 0);
else if ((int)this.transform.eulerAngles.y == 90 || (int)this.transform.eulerAngles.y == -270)
this.transform.position += new Vector3(0, 0, 4.5f);
else if ((int)this.transform.eulerAngles.y == 180 || (int)this.transform.eulerAngles.y == -180)
this.transform.position += new Vector3(4.5f, 0, 0);
else if ((int)this.transform.eulerAngles.y == 270 || (int)this.transform.eulerAngles.y == -90)
this.transform.position -= new Vector3(0, 0, 4.5f);
break;
case 1:
if ((int)this.transform.eulerAngles.y == 0 || (int)this.transform.eulerAngles.y == 360)
this.transform.position -= new Vector3(3f, 0, 0);
else if ((int)this.transform.eulerAngles.y == 90 || (int)this.transform.eulerAngles.y == -270)
this.transform.position += new Vector3(0, 0, 3f);
else if ((int)this.transform.eulerAngles.y == 180 || (int)this.transform.eulerAngles.y == -180)
this.transform.position += new Vector3(3f, 0, 0);
else if ((int)this.transform.eulerAngles.y == 270 || (int)this.transform.eulerAngles.y == -90)
this.transform.position -= new Vector3(0, 0, 3f);
break;
case 2:
if ((int)this.transform.eulerAngles.y == 0 || (int)this.transform.eulerAngles.y == 360)
this.transform.position -= new Vector3(1.5f, 0, 0);
else if ((int)this.transform.eulerAngles.y == 90 || (int)this.transform.eulerAngles.y == -270)
this.transform.position += new Vector3(0, 0, 1.5f);
else if ((int)this.transform.eulerAngles.y == 180 || (int)this.transform.eulerAngles.y == -180)
this.transform.position += new Vector3(1.5f, 0, 0);
else if ((int)this.transform.eulerAngles.y == 270 || (int)this.transform.eulerAngles.y == -90)
this.transform.position -= new Vector3(0, 0, 1.5f);
break;
case 3:
break;
case 4:
if ((int)this.transform.eulerAngles.y == 0 || (int)this.transform.eulerAngles.y == 360)
this.transform.position += new Vector3(1.5f, 0, 0);
else if ((int)this.transform.eulerAngles.y == 90 || (int)this.transform.eulerAngles.y == -270)
this.transform.position -= new Vector3(0, 0, 1.5f);
else if ((int)this.transform.eulerAngles.y == 180 || (int)this.transform.eulerAngles.y == -180)
this.transform.position -= new Vector3(1.5f, 0, 0);
else if ((int)this.transform.eulerAngles.y == 270 || (int)this.transform.eulerAngles.y == -90)
this.transform.position += new Vector3(0, 0, 1.5f);
break;
case 5:
if ((int)this.transform.eulerAngles.y == 0 || (int)this.transform.eulerAngles.y == 360)
this.transform.position += new Vector3(3f, 0, 0);
else if ((int)this.transform.eulerAngles.y == 90 || (int)this.transform.eulerAngles.y == -270)
this.transform.position -= new Vector3(0, 0, 3f);
else if ((int)this.transform.eulerAngles.y == 180 || (int)this.transform.eulerAngles.y == -180)
this.transform.position -= new Vector3(3f, 0, 0);
else if ((int)this.transform.eulerAngles.y == 270 || (int)this.transform.eulerAngles.y == -90)
this.transform.position += new Vector3(0, 0, 3f);
break;
case 6:
if ((int)this.transform.eulerAngles.y == 0 || (int)this.transform.eulerAngles.y == 360)
this.transform.position += new Vector3(4.5f, 0, 0);
else if ((int)this.transform.eulerAngles.y == 90 || (int)this.transform.eulerAngles.y == -270)
this.transform.position -= new Vector3(0, 0, 4.5f);
else if ((int)this.transform.eulerAngles.y == 180 || (int)this.transform.eulerAngles.y == -180)
this.transform.position -= new Vector3(4.5f, 0, 0);
else if ((int)this.transform.eulerAngles.y == 270 || (int)this.transform.eulerAngles.y == -90)
this.transform.position += new Vector3(0, 0, 4.5f);
break;
default:
_currentLane = 3;
break;
}
}
public void pauseGame()
{
if (_paused)
{
StartCoroutine("_wait");
_levelManager.doReturnToGame(); // Start count down timer
}
else
{
_paused = true;
_ship.animator.speed = 0;
children = this.GetComponentsInChildren<ParticleSystem>();
foreach (ParticleSystem ps in children)
{
ps.Pause();
}
}
}
}