Скрипт проигрывателя
Код: Выделить всё
public class Player : MonoBehaviour
{
#region Light
[Header("Light Settings")]
private bool lightOn;
public GameObject lightUp;
public GameObject lightDown;
public GameObject lightLeft;
public GameObject lightRight;
#endregion
void Start()
{
rb2D = GetComponent();
}
void Update()
{
batterySystem.UpdateBatteryUI();
if (canMove)
{
HandleMovement();
HandleLantern();
batterySystem.HandleBatteryUsage(lightOn);
if (Input.GetKey(KeyCode.Q))
{
batterySystem.HandleBatteryRecharge();
}
if (Input.GetKeyUp(KeyCode.Q))
{
batterySystem.CancelRecharge();
}
}
}
#region Light Methods
public void HandleLantern()
{
if (Input.GetKeyDown(KeyCode.R) && batterySystem.batteryCount > 0)
{
lightOn = !lightOn;
anim.SetBool("Light", lightOn);
if (lightOn)
{
UpdateLightDirection(lastMove);
}
else
{
DisableAllLights();
}
}
}
private void UpdateLightDirection(Vector2 direction)
{
DisableAllLights();
if (Mathf.Abs(direction.x) > Mathf.Abs(direction.y))
{
if (direction.x > 0)
{
lightRight.SetActive(true);
}
else if (direction.x < 0)
{
lightLeft.SetActive(true);
}
}
else
{
if (direction.y > 0)
{
lightUp.SetActive(true);
}
else if (direction.y < 0)
{
lightDown.SetActive(true);
}
}
}
private void DisableAllLights()
{
lightUp.SetActive(false);
lightDown.SetActive(false);
lightLeft.SetActive(false);
lightRight.SetActive(false);
}
public void TurnOffLight()
{
lightOn = false;
anim.SetBool("Light", false);
DisableAllLights();
}
#endregion
}
Код: Выделить всё
public class FollowEnemy : MonoBehaviour
{
public float speed;
public float defaultSpeed;
private float distance;
public float minimumDistance;
public float attackDistance;
public bool canMove = true;
void Start()
{
defaultSpeed = speed;
}
void Update()
{
Walk();
}
private void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Light"))
{
canMove = false;
speed = 0f;
Debug.Log("Entered Light Trigger");
}
}
private void OnTriggerExit2D(Collider2D other)
{
if (other.CompareTag("Light"))
{
canMove = true;
speed = defaultSpeed;
Debug.Log("Exited Light Trigger");
}
}
private void Walk()
{
if (canMove)
{
distance = Vector2.Distance(transform.position, GameObject.FindGameObjectWithTag("Player").transform.position);
Vector2 direction = GameObject.FindGameObjectWithTag("Player").transform.position - transform.position;
direction.Normalize();
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
if (distance < minimumDistance)
{
transform.position = Vector2.MoveTowards(this.transform.position, GameObject.FindGameObjectWithTag("Player").transform.position, speed * Time.deltaTime);
transform.rotation = Quaternion.Euler(Vector3.forward * angle);
}
if (distance < attackDistance)
{
speed = 0;
}
}
}
}
Подробнее здесь: https://stackoverflow.com/questions/790 ... om-walking