New anim added

This commit is contained in:
2023-01-18 18:04:32 +05:30
parent 652134f007
commit 638cae044d
103 changed files with 17807 additions and 20 deletions

View File

@@ -5,7 +5,8 @@ using UnityEngine;
public class Player : MonoBehaviour
{
public GameObject StartPanel;
public Color[] pogeColors;
// public Color[] pogeColors;
[SerializeField]private Animator anim;
[SerializeField]private Transform body;
[field:SerializeField]public Vector2 Velocity {get; private set;}
[SerializeField]private float gravity=1;
@@ -17,7 +18,7 @@ public class Player : MonoBehaviour
[Header("Sprites")]
public Sprite normalFace;
public Sprite sadFace;
public Sprite jumpFace;
public bool isReadyToJump { get{ return jumpTimer >= jumpCooldown;}}
@@ -41,7 +42,11 @@ public class Player : MonoBehaviour
timeAliveMoney = GetComponent<TimeAliveMoney>();
isAlive = true;
spriteRenderer.sprite =normalFace;
spriteRenderer.color = pogeColors[DataManager.selectedPogeLevel];
// spriteRenderer.color = pogeColors[DataManager.selectedPogeLevel];
foreach(PogeSkinItem skinItem in GetComponentsInChildren<PogeSkinItem>()){
skinItem.SetSprite(DataManager.selectedPogeLevel);
Debug.Log("Changing skin of " + skinItem.name + " to " + DataManager.selectedPogeLevel);
}
startPos = body.position;
Velocity = new Vector2(forwardSpeed,0);
@@ -54,7 +59,8 @@ public class Player : MonoBehaviour
}
int lastX = 0;
void FixedUpdate()
{if(Input.GetKey(KeyCode.Space)){
{
if(Input.GetKey(KeyCode.Space)){
Jump();
}
@@ -86,13 +92,22 @@ public class Player : MonoBehaviour
Collider2D col = Physics2D.OverlapCircle(body.position, radius);
if(col == null){ return;}
if(col.tag == "Death"){
Debug.Log("Im dead bro");
timeAliveMoney.OnPlayerDeath();
isAlive = false;
spriteRenderer.sprite = sadFace;
GameUI.ShowDeath();
Die();
return;
}
if(body.position.y < 0){
Die();
}
}
void Die(){
Debug.Log("Im dead bro");
timeAliveMoney.OnPlayerDeath();
isAlive = false;
spriteRenderer.sprite = sadFace;
GameUI.ShowDeath();
}
void HandleJump(){
@@ -113,6 +128,15 @@ public class Player : MonoBehaviour
if(!isReadyToJump){ return; }
jumpTimer =0;
Velocity = new Vector2(Velocity.x, jumpForce);
anim.CrossFadeInFixedTime("jump",0.01f);
StartCoroutine(switchToJumpFace());
}
IEnumerator switchToJumpFace(){
spriteRenderer.sprite = jumpFace;
yield return new WaitForSeconds(0.5f);
spriteRenderer.sprite = normalFace;
}