PlayerController Mods
Includes Updates for: InventorySystem, LevelManager.
OnTriggerEnter2D contains code to test for collisions with GameObjects with Collider2D set as 'Trigger' based on several different gameObject tags Tags used in PlayerController :
Collectible
Requires either PickUp.cs or ScorePickUp.cs
PickUp.cs requires ItemInstance - ScriptableObject - adds value to Score, adds ItemInstance to Inventory
ScorePickUp.cs - adds value to score
Hazard
Requires either PickUp.cs or Hazard.cs
Water
Invokes: onPlayerDied
Exit
Invokes: onReachedExit
Optional: You can add Audio source, clips, logic that can be played when colliding with Pickup with correct audioSource. ( Collectible, Water )
Contains custom Events, LevelManager is the subscriber object:
onPlayerReachExit
onPlayerDied
updated 4/19/2020 - Added switch-case logic for OnTriggerEnter( )
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class PlayerController : MonoBehaviour
{
//for water hazard type event where Player dies not due to change in GameData
public UnityEvent onPlayerDied = new UnityEvent(); //call constructor
public UnityEvent onPlayerReachExit = new UnityEvent();
public enum HeroState { idle, walk, jump } //create custom data-type - have integer values
public HeroState currentHeroState; //will display the current enum
private Animator animator; //- null - reference variable to access animator component
public bool facingRight; //keep track of sprite direction - used in Flip
private Rigidbody2D myRBody2D;
public float forceX; //used for adjusting velocity
public Transform groundCheck; //transform component on GroundCheck object
public LayerMask groundLayer; //allows us to interact with a physics Layer
public float groundCheckRadius ; //
public float jumpForce;
public bool grounded = false; //will let us see if the gameOjb is grounded
// Start is called before the first frame update
void Start()
{
currentHeroState = HeroState.idle; //initialize to show it's in idle to start
animator = GetComponent<Animator>();//is on the same game object as this script
animator.SetInteger("HeroState", (int)HeroState.idle); //send in the signal: 0
facingRight = true;
myRBody2D = GetComponent<Rigidbody2D>();
forceX = 100.0f; //force value may need adjusted
groundCheckRadius = 0.2f; //may need modified
jumpForce = 10f; //may need modified
}
// Update is called once per frame
void FixedUpdate() //physics methods executed - want consistant time between frames
{
float inputX = Input.GetAxis("Horizontal"); //values of -1, 0 , 1
bool isWalking = Mathf.Abs(inputX) > 0;
if (isWalking)
{
//check for flipping
if( inputX > 0 && !facingRight) //moving right, facing left
{
Flip(); //flip right
}else if( inputX <0 && facingRight) //moving left, facing right
{
Flip(); //flip left
}
animator.SetInteger("HeroState", (int)HeroState.walk);
myRBody2D.velocity = new Vector2( 0, myRBody2D.velocity.y); //reset the velocity to 0 //may come back and change
myRBody2D.AddForce(new Vector2(inputX * forceX, 0)); //add horizontal force to move the player
}
else
{
animator.SetInteger("HeroState", (int)HeroState.idle);
}
bool jumpPressed = Input.GetButtonDown("Jump"); //is spacebar pressed
grounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);
if (jumpPressed && grounded)
{
animator.SetInteger("HeroState", (int)HeroState.jump);
Debug.Log("Jumping");
///Vertical Force for Movement
myRBody2D.velocity = new Vector2(myRBody2D.velocity.x, 0); //reset the velocity to 0 //keep horizontal movement
myRBody2D.AddForce(new Vector2(0,jumpForce),ForceMode2D.Impulse); //add horizontal force to move the player
}
}//end FixedUpdate
//we have determined it is facing the wrong direction, it must need flipped for this to be executed
private void Flip()
{
facingRight = !facingRight; //toggle direction variable
//get Scale Vector
Vector3 theScale = transform.localScale; //get the current values for Scale Vector
theScale.x *= -1; //modify the X component //mirror the sprite
transform.localScale = theScale; //set the actual Scale vector with our temp Vector
}
/// <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)
{
string itemTag = collision.tag;
//Debug.Log("itemTag " + itemTag);
switch (itemTag)
{
case "Collectible":
PickUp item = collision.GetComponent<PickUp>();
if (item != null)
{
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
}
//Add Audio Logic here if desired
Destroy(collision.gameObject);
break;
case "Hazard":
//decrease health
//what type of object has tag "Hazard"
Hazard hazardItem = collision.GetComponent<Hazard>();
if (hazardItem != null) //make sure has Hazard Component
{
GameData.instanceRef.TakeDamage(hazardItem.Value);
}
else
{
Debug.Log("ERROR: Add Hazard Component, Remove PickUp Component");
}
Destroy(collision.gameObject);
break;
case "Water":
Debug.Log("Hit Water");
//Add Audio Logic Here if Desired
if (onPlayerDied != null) //there are listeners
{
onPlayerDied.Invoke();
}
break;
case "Exit":
if (onPlayerReachExit != null) //are there any listeners?
{
onPlayerReachExit.Invoke(); //execute any method added as a listener
}
break;
default:
Debug.Log("No Match on Trigger's Tag");
break;
} //end switch Statement
} //end OnTriggerEnter function
}///end of PlayerController Class
Last updated