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CharacterMovement.js
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// Kräver att en character controller ska vara tilldelad till samma spelobjekt som scriptet tilldelas.
@script RequireComponent(CharacterController)
//Animationer
public var idleAnimation : AnimationClip;
public var walkAnimation : AnimationClip;
public var shootAnimation : AnimationClip;
public var hurtAnimation : AnimationClip;
public var dieAnimation : AnimationClip;
//Hastighet hos animationerna
public var walkMaxAnimationSpeed : float = 0.75;
public var shootMaxAnimationSpeed : float = 1.0;
public var hurtMaxAnimationSpeed : float = 1.0;
public var dieMaxAnimationSpeed : float = 0.75;
//Prefab för explosion
var prefabExplosion:Transform;
//Variabel som håller kolla på aktuell animation.
private var _animation : Animation;
//Ljud
var shotSound : AudioClip;
var hurtSound : AudioClip;
var gameOverSound : AudioClip;
//Aktuellt tillstånd hos karaktären
enum CharacterState {
Idle = 0,
Walking = 1,
Shooting = 2,
}
private var _characterState : CharacterState;
//Aktuellt element hos karaktären
enum CharacterElement {
Fire = 0,
Ice = 1,
Water = 2,
Earth = 3,
}
private var _characterElement : CharacterElement;
//Hälsomätaren till karaktären
private var healthBar : GameObject;
healthBar = GameObject.Find("PlayerHealthBar");
//Ikonen som visar aktuellt element
private var icon : GameObject;
icon = GameObject.Find("Icon");
//Referens till prefaben för skott.
var prefabShot : Transform;
//Flagga som håller koll på om vi blir skadade just nu.
private var takingDamage : boolean = false;
// Gånghastighet
var walkSpeed = 2.0;
// Hur snabbt karaktären kan byta hastighet
var speedSmoothing = 10.0;
// Hur snabbt karaktären roterar då man byter riktning.
var rotationSmoothing = 10.0;
//Kamerans distans till spelaren
var cameraDistance:int = 10;
// Den tifälliga riktningen i planen x-z
private var moveDirection = Vector3.zero;
//Akuell hastighet.
private var targetSpeed = 0.0;
// Hastigheten i x-z
private var moveSpeed : float = 0.0;
private var drawbackMovementVelocity:float = 50.0;
// Den senaste kollisionsflaggan som blev returnerad från controller.Move
private var collisionFlags : CollisionFlags;
//Flagga för att hålla koll på om vi rör oss.
private var isMoving = false;
//Flagga som håller koll på om vi skjuter.
private var isShooting = false;
// Flagga som håller koll på om någon av de vertikala piltangenterna är nedtryckta.
private var isMovingVertical = false;
// Flagga som håller koll på om någon av de horisontella piltangenterna är nedtryckta.
private var isMovingHorizontal = false;
// Flagga som håller koll på om karaktären är kontrollerbar.
private var isControllable = true;
//Awake anropas när programmet startar.
function Awake ()
{
moveDirection = transform.TransformDirection(Vector3.forward); //Startpunkt
_animation = GetComponent(Animation); //Laddar standardanimation (idle)
_characterElement = CharacterElement.Fire; //Anger fire som startelement
}
//Uppatering av animations, - och rörelsekomponenter före varje updatering körs.
function UpdateParameters ()
{
//Input från mellanslag.
var isShooting = Input.GetButtonDown("Shoot");
//Input från piltangenter
var v = Input.GetAxisRaw("Vertical");
var h = Input.GetAxisRaw("Horizontal");
//Input från siffertangeter
var pressingOne = Input.GetButtonDown("FireElement");
var pressingTwo = Input.GetButtonDown("IceElement");
var pressingThree = Input.GetButtonDown("WaterElement");
var pressingFour = Input.GetButtonDown("EarthElement");
//Har någon av piltangenterna blivit nedtryckta?
var wasMoving = isMoving;
isMovingVertical = Mathf.Abs (v) > 0.1;
isMovingHorizontal = Mathf.Abs (h) > 0.1;
//Avfyras ett skott?
if(isShooting){
_characterState = CharacterState.Shooting;
targetSpeed = 0.0;
}
//Kollar om spelaren har bytt element.
else if(pressingOne){
_characterElement = CharacterElement.Fire;
}
else if(pressingTwo){
_characterElement = CharacterElement.Ice;
}
else if(pressingThree){
_characterElement = CharacterElement.Water;
}
else if(pressingFour){
_characterElement = CharacterElement.Earth;
}
//Tilldelar riktning, tillstånd och hastighet baserat på input.
else if(isMovingVertical){
moveDirection = Vector3 (0, 0, v);
_characterState = CharacterState.Walking;
targetSpeed = Mathf.Min(moveDirection.magnitude, 1.0)*walkSpeed;
isMoving = true;
}
else if(isMovingVertical && isMovingHorizontal){
moveDirection = Vector3 (0, 0, v);
_characterState = CharacterState.Walking;
targetSpeed = Mathf.Min(moveDirection.magnitude, 1.0)*walkSpeed;
isMoving = true;
}
else if(isMovingHorizontal){
moveDirection = Vector3 (h, 0, 0);
_characterState = CharacterState.Walking;
targetSpeed = Mathf.Min(moveDirection.magnitude, 1.0)*walkSpeed;
}
else{
_characterState = CharacterState.Idle;
targetSpeed = 0.0;
}
// Jämnar till hastigheten baserat på aktuell riktning.
var curSmooth = speedSmoothing * Time.deltaTime;
//Beräknar hastighet
moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
}
function Update() {
////Texturer som används för att markera att karaktären bytt element.
var fireTexture:Texture2D = Resources.Load("lava_texture_2") as Texture2D;
var iceTexture:Texture2D = Resources.Load("ice_texture") as Texture2D;
var waterTexture:Texture2D = Resources.Load("water_texture") as Texture2D;
var earthTexture:Texture2D = Resources.Load("earth_texture") as Texture2D;
var redTexture:Texture2D = Resources.Load("red") as Texture2D;
var whiteTexture:Texture2D = Resources.Load("white") as Texture2D;
var blueTexture:Texture2D = Resources.Load("blue") as Texture2D;
var brownTexture:Texture2D = Resources.Load("brown") as Texture2D;
var fireIconTexture:Texture2D = Resources.Load("icon_flame") as Texture2D;
var iceIconTexture:Texture2D = Resources.Load("icon_snowflake") as Texture2D;
var waterIconTexture:Texture2D = Resources.Load("icon_waterdrop") as Texture2D;
var earthIconTexture:Texture2D = Resources.Load("icon_earth") as Texture2D;
if (!isControllable)
{
// Nollställer alla inputs om karaktären inte är kontrollerbar.
Input.ResetInputAxes();
}
UpdateParameters();
// Beräknar den faktiska hastigheten.
var movement = moveDirection * moveSpeed;
//Flyttar spelaren
MoveCharacter(movement);
//Tilldelar textur
if(takingDamage){
SetBodyTexture(redTexture, redTexture);
}
else{
if(_characterElement == CharacterElement.Fire){
SetBodyTexture(fireTexture, redTexture);
SetIconImage(fireIconTexture);
}
else if(_characterElement == CharacterElement.Ice){
SetBodyTexture(iceTexture, whiteTexture);
SetIconImage(iceIconTexture);
}
else if(_characterElement == CharacterElement.Water){
SetBodyTexture(waterTexture, blueTexture);
SetIconImage(waterIconTexture);
}
else if(_characterElement == CharacterElement.Earth){
SetBodyTexture(earthTexture, brownTexture);
SetIconImage(earthIconTexture);
}
}
//Väljer animation
var controller : CharacterController = GetComponent(CharacterController); //Karaktären
if(!takingDamage){
if(_animation){
if(_characterState == CharacterState.Walking) {
_animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, walkMaxAnimationSpeed); //Sätter animationshastighastighet.
_animation.CrossFade(walkAnimation.name); //Spelar upp animation
}
else if(_characterState == CharacterState.Idle){
_animation.CrossFade(idleAnimation.name);
}
else if(_characterState == CharacterState.Shooting){
_animation[shootAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, shootMaxAnimationSpeed);
_animation.Play(shootAnimation.name);
Shoot();
}
}
}
// Ser till så att inte karaktären flyttar på sig i y-led.
transform.position.y = 0.0;
// Sätter rotationen.
if (moveDirection.sqrMagnitude > 0.01){
transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation (moveDirection), Time.deltaTime*rotationSmoothing);
}
}
//Funktionen kallas då vi kolliderar med något objekt.
function OnControllerColliderHit (hit : ControllerColliderHit )
{
var collisionDamage : int = 10;
// Kollar vad som vi kolliderar med genom att jämföra taggar.
if(_characterElement == CharacterElement.Fire){
if(hit.gameObject.CompareTag("Water"))
{
//Tar skada
TakeDamage(collisionDamage);
takingDamage = true;
}
else{
takingDamage = false;
}
}
else if(_characterElement == CharacterElement.Ice){
if(hit.gameObject.CompareTag("Fire"))
{
TakeDamage(collisionDamage);
takingDamage = true;
}
else{
takingDamage = false;
}
}
else if(_characterElement == CharacterElement.Water){
if(hit.gameObject.CompareTag("Earth"))
{
TakeDamage(collisionDamage);
takingDamage = true;
}
else{
takingDamage = false;
}
}
else if(_characterElement == CharacterElement.Earth){
if(hit.gameObject.CompareTag("Ice"))
{
TakeDamage(collisionDamage);
takingDamage = true;
}
else{
takingDamage = false;
}
}
}
//Funktion som får karaktären att ta skada
function TakeDamage(damage){
if(!takingDamage){
//Spela upp ljudfilen
audio.PlayOneShot(hurtSound);
//Spelar upp hurt-animationen
_animation.Play(hurtAnimation.name);
targetSpeed = 0.0;
//Uppdatear hälsomätaren genom att skicka ett medelande
healthBar.gameObject.SendMessage("AdjustHealth", -damage);
var redTexture:Texture2D = Resources.Load("red") as Texture2D;
SetBodyTexture(redTexture, redTexture);
//Karaktären kastas bakåt då han tar skada
var drawbackMovement = -moveDirection * drawbackMovementVelocity;
MoveCharacter(drawbackMovement);
}
}
//Sätter mottagen skada
function SetDamage(damageInformation){
switch(damageInformation[0])
{
case "Fire":
if(GetCharacterElement() == "Ice"){
TakeDamage(damageInformation[1]);
}
else{
print("other");
TakeDamage(damageInformation[2]);
}
break;
case "Ice":
if(GetCharacterElement() == "Earth"){
TakeDamage(damageInformation[1]);
}
else{
TakeDamage(damageInformation[2]);
}
break;
case "Water":
if(GetCharacterElement() == "Fire"){
TakeDamage(damageInformation[1]);
}
else{
TakeDamage(damageInformation[2]);
}
break;
case "Earth":
if(GetCharacterElement() == "Water"){
TakeDamage(damageInformation[1]);
}
else{
TakeDamage(damageInformation[2]);
}
break;
}
}
function MoveCharacter(movement){
// Vi vill att hastgheten skall vara oberoende av frameraten.
movement *= Time.deltaTime;
// Utför själva förflyttningen.
var controller : CharacterController = GetComponent(CharacterController); //Karaktären
collisionFlags = controller.Move(movement);
//Ser till så att kameran följer efter spelaren.
GameObject.Find("Camera").transform.position = new Vector3(controller.transform.position.x, controller.transform.position.y + cameraDistance, controller.transform.position.z);
}
function Shoot(){
//Spela upp ljudfilen
audio.PlayOneShot(shotSound);
var positionBuffered : Vector3 = GetBufferedVector();
//Skapar ett skott utifrån samma position och rotation som karaktären
var shot :Transform = Instantiate(prefabShot, positionBuffered, transform.rotation);
//Sänder infomration om riktning och element till skottet
shot.gameObject.SendMessage("SetDirection", GetDirection());
shot.gameObject.SendMessage("SetElement", GetCharacterElement());
}
function PlayerDie(){
//_animation.Play(dieAnimation.name);
Instantiate(prefabExplosion, transform.position, Quaternion.identity);
Destroy(gameObject);
audio.PlayOneShot(gameOverSound);
}
//Sätter textur hos karaktären
function SetBodyTexture(bodyTexture:Texture2D, bodyPartTexture:Texture2D){
var character_body = GameObject.Find("Player/body");
var character_arm_right = GameObject.Find("Player/arm_right/upper_arm_right");
var character_hand_right = GameObject.Find("Player/arm_right/hand_right");
var character_thumb_right = GameObject.Find("Player/arm_right/thumb_right");
var character_leg_right = GameObject.Find("Player/leg_right/upper_leg_right");
var character_foot_right = GameObject.Find("Player/leg_right/foot_right");
var character_arm_left = GameObject.Find("Player/arm_left/upper_arm_right01");
var character_hand_left = GameObject.Find("Player/arm_left/hand_right01");
var character_thumb_left = GameObject.Find("Player/arm_left/thumb_right01");
var character_leg_left = GameObject.Find("Player/leg_left/upper_leg_right01");
var character_foot_left = GameObject.Find("Player/leg_left/foot_right01");
character_body.renderer.material.mainTexture = bodyTexture;
character_arm_right.renderer.material.mainTexture = bodyPartTexture;
character_hand_right.renderer.material.mainTexture = bodyPartTexture;
character_thumb_right.renderer.material.mainTexture = bodyPartTexture;
character_leg_right.renderer.material.mainTexture = bodyPartTexture;
character_foot_right.renderer.material.mainTexture = bodyPartTexture;
character_arm_left.renderer.material.mainTexture = bodyPartTexture;
character_hand_left.renderer.material.mainTexture = bodyPartTexture;
character_thumb_left.renderer.material.mainTexture = bodyPartTexture;
character_leg_left.renderer.material.mainTexture = bodyPartTexture;
character_foot_left.renderer.material.mainTexture = bodyPartTexture;
}
//Sätter bild på ikonen.
function SetIconImage(image:Texture2D){
icon.guiTexture.texture = image;
}
//Lägger på bufferdistans så att inte skottet skall krocka med spelaren själv.
function GetBufferedVector(){
var buffer : float = 0.8;
if(moveDirection.z > 0.0){
return Vector3(transform.position.x, transform.position.y, transform.position.z + buffer);
}
else if(moveDirection.z < 0.0){
return Vector3(transform.position.x, transform.position.y, transform.position.z - buffer);
}
else if(moveDirection.x < 0.0){
return Vector3(transform.position.x - buffer, transform.position.y, transform.position.z);
}
else if(moveDirection.x > 0.0){
return Vector3(transform.position.x + buffer, transform.position.y, transform.position.z);
}
}
function GetSpeed(){
return moveSpeed;
}
function GetState(){
return _characterState;
}
function GetCharacterElement(){
return _characterElement.ToString();
}
function GetDirection(){
return moveDirection;
}
function IsMoving () : boolean
{
return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5;
}
function Reset ()
{
gameObject.tag = "Player";
}