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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Movement : MonoBehaviour
{   
    float CurrentSpeed;
    public float NormSpeed;
    public float SprintSpeed;   
    public Rigidbody2D rb;
    public Animator animator;
    bool IsSprinting;
    Vector2 movement;
    bool isFacingRight;
    public GameObject Smoke;

    public GasAmnt gasAmnt;
    public WaterAmnt waterAmnt;
    float originalwaterLoss;
    public ShootBullet shootBullet;
    void Update()
    {   
        movement.x = Input.GetAxisRaw("Horizontal");
        movement.y = Input.GetAxisRaw("Vertical");    
        Sprint();

        bool newFacing = movement.x > 0;
        if (isFacingRight != newFacing && movement.x != 0) 
        {
        isFacingRight = newFacing;
        if(isFacingRight)
        {   
            gameObject.transform.rotation = Quaternion.Euler(0,180,gameObject.transform.rotation.z);
            //shootBullet.direction = 1f;
        }
        else
        {
            gameObject.transform.rotation = Quaternion.Euler(0,0,gameObject.transform.rotation.z);
           // shootBullet.direction = 1f;
        }
}
        

        if(gasAmnt.currentGas == 0 || gasAmnt.currentGas < 0)
        {   
            Smoke.SetActive(true);
            NormSpeed = 0.75f;
            SprintSpeed = 1f;
        }
        else
        {   
            Smoke.SetActive(false);
            NormSpeed = 4;
            SprintSpeed = 6;
        }

        if(waterAmnt.currentWater == 0  || waterAmnt.currentWater < 0)
        {   
            shootBullet.FireRate = 1f;
            shootBullet.BulletForce = 250f;
            GetComponent<SpriteRenderer>().color = Color.red;
        }
        else
        {   
            shootBullet.FireRate = 10f;
            shootBullet.BulletForce = 1000f;
            GetComponent<SpriteRenderer>().color = Color.white;
        }

        if(waterAmnt.currentWater == 0 || waterAmnt.currentWater < 0 || gasAmnt.currentGas == 0 || gasAmnt.currentGas < 0)
        {
            Smoke.SetActive(true);
        }
        else
        {
            Smoke.SetActive(false);
        }
    }

    void Start()
    {
        
    }

    void FixedUpdate()
    {   
        Move();
    }
    void Move()
    {  
       
       rb.velocity = movement * CurrentSpeed;
       if(Input.GetKey(KeyCode.LeftShift))
       {
            IsSprinting = true;
       }
       else
       {
            IsSprinting = false;
       }
    }
    void Sprint()
    {
        if(IsSprinting)
        {
            CurrentSpeed = SprintSpeed;
        }
        else
        {
            CurrentSpeed = NormSpeed;
        }
    }
}
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