# Hazard Class

## Hazard Class

This simple class will be used to replace PickUp for Hazard-type objects.

```java
using UnityEngine;


public class Hazard : MonoBehaviour {

    [SerializeField]
    private int value;

    public int Value
    {
        get { return value; }
    }

}
```

## PlayerController using Hazard Code

```java
using UnityEngine;

public class PlayerController : MonoBehaviour {

    public enum HeroState { idle, walk, jump, dead      }


    private Rigidbody2D rb2D;  //declare the variable
    public float forceX = 50f;  //this is probably too small
    private bool facingRight;


    public bool grounded; //tracks if player is touching ground
    private bool jump;  //has jump key (spacebar been pressed - last)
    public Transform groundCheck; //set in inspector, (add child to player - empty gameObject at player's feet)
    public LayerMask groundLayer;  //set in inspector
    public float groundCheckRadius = 0.2f;  //modify as needed
    public float jumpForce = 8f; //modify as needed


    private Animator animator;

    // Use this for initialization
    void Start () {
        rb2D = GetComponent< Rigidbody2D >();   ///we made the connection with the component
        facingRight = true;
        animator = GetComponent<Animator>();
        animator.SetInteger("HeroState",(int) HeroState.idle);

    }

    //Fixed Update is called at regular time intervals - use with Physics2D
    void FixedUpdate () {
        float inputX = Input.GetAxis("Horizontal");  //-1, 0, 1
        bool isWalking = Mathf.Abs(inputX) > 0;

        grounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);

        bool jumpPressed = Input.GetButtonDown("Jump"); //spacebar was last key pressed

        if (jumpPressed)
        {
            jump = true;
        }
        else
        {
            jump = false;
        }

        if ( isWalking){

            if( inputX > 0 && !facingRight){
                Flip();
            }
            else if(inputX < 0 && facingRight){
                Flip();
            }
            rb2D.velocity = new Vector2(0, rb2D.velocity.y);
            rb2D.AddForce(new Vector2(inputX * forceX , 0));
            animator.SetInteger("HeroState", (int)HeroState.walk);
        } //end if isWalking
        else
        {
            animator.SetInteger("HeroState", (int)HeroState.idle);
        } //end else

        if( jump && grounded)
        {
            animator.SetInteger("HeroState", (int)HeroState.jump);
            rb2D.velocity = new Vector2(rb2D.velocity.x, 0); //zero out velocity.y, maintain velocity.x
            rb2D.AddForce(new Vector2(0f, jumpForce), ForceMode2D.Impulse); //add force as impulse

        }

    }

    /// <summary>
    /// THIS IS THE EVENT that starts the chain reaction of events
    /// </summary>
    /// <param name="collision">Collision.</param>
    //Customize to your game needs
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.CompareTag("Collectible"))
        {
            //update score
            PickUp item = collision.GetComponent<PickUp>();
            GameData.instanceRef.Add(item.Value); //points for each specific item's value

            //add to inventory
            GameData.instanceRef.AddItem(item.itemInstance); //points for each specific item's value

            Debug.Log("Hit collectible");
            Destroy(collision.gameObject);
        }
        else if (collision.CompareTag("Hazard"))
        {
            //decrease health
            //what type of object has tag "Hazard"
            Hazard hazardItem = collision.GetComponent<Hazard>();

            if (hazardItem != null)
            {
                GameData.instanceRef.TakeDamage(hazardItem.Value);
            }
            else
            {
                Debug.Log("Collided with a different type Hazard");
                //TODO add code for Hazard-type items
                PickUp item = collision.GetComponent<PickUp>();
                GameData.instanceRef.TakeDamage(item.Value);
            }
            Destroy(collision.gameObject);
        }
        else
        {
            Debug.Log("Hit Something Else");
        }
    } //end function

    private void Flip(){
        facingRight = !facingRight; //toggle this value
        Vector3 theScale = transform.localScale;
        theScale.x *= -1;  //we have changed the value
        transform.localScale = theScale;

    }

} //end Class
```


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://kdoore.gitbook.io/cs2335/f20_bkup_v2/inventory-system/inventory-scriptableobject/inventory-display-slot/hazard-class.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
