CS2335
Master 1.0.0
Master 1.0.0
  • Introduction
  • Introduction
    • Introduction
      • Game Design
    • Unity - Download
    • Visual Studio - IDE
    • Unity Manual, Scripting API
  • Unity Basics
    • Unity Editor Windows
    • Behavior Components
    • 2D Project, Scenes
      • Create 2D Sprite GameObject
      • Create UI-Text GameObject
    • MonoBehavior - Base-Class
    • Create a Custom C# Script
  • Game Coding Structures
    • Games Overview
    • Unity Engine - Event Functions
    • Finite State Machines
    • UML Class Diagram
  • Animation
    • Animator Controller
    • Animation Steps
      • Optional: Dead Animation
    • PlayerController.cs V0
  • Project 1 - Player
    • Player GameObject v1
      • C# Generics, Statics
    • Player GameObject - Jump
    • PlayerController.cs V2-Jump
    • PickUp PreFabs
      • Sorting Layers
    • PlayerController.cs V3-Collide
    • GameData Version1
    • GameData Version2
    • PlayerController V4-Score
  • Project 1 Details
    • Project1 GameObjects
    • PlayerStats Version1
      • UI-Canvas
    • Utility Class
    • Simple Spawner
    • MiniGameManager
      • Logic Diagrams
      • StartButton
      • ResultsPanel
  • Project1 Enhancements
    • PickUp - SelfDestruct
    • Spawn from List of Prefabs
  • Project 2 - StateManager
    • Project 2 - Learning Objectives
      • Inspiration
        • Branching Story Structures
        • Branching Structures
        • Hero's Journey
        • Visual Novel in Unity-Links
    • Project 2 - Starter Assets
    • State Machine Framework
    • StateManager - Singleton Design Pattern
    • Interface IStateBase
    • Create SceneXState.cs
    • OptionPanel Prefab
      • UI Images: Sprite Sheets
      • Button Image-Transitions
    • Project 2 - List of Steps
    • Project 2 - Starter Code
  • Project 2 -Dialogue
    • Hide_Show_Panel Script
    • Edit OptionPanel
    • Simple DialogPrefab
    • Conversation Entry
    • SimpleDialog.cs
    • ScriptableObjects
      • Scriptable Object Factory
    • Conversation Scriptable Objects
    • DialogManager_ConvList
      • DialogManager V2
      • Coroutines: Dynamic Text
      • DialogPrefab wImage
  • Overview: Branching Logic
    • DialogTrigger
    • Dictionary Data-Structure
      • Unity PlayerPrefs Dictionary
    • GameData Version3
    • Dictionary: choiceData
      • SaveChoice, ChoicePanel
        • choiceData - examples
          • Dictionary Value to Disable Options
    • Configure UI-Button Listeners
      • NPC Animation
      • NPC Activation
    • UI-Triggered Animations
    • Simple Inventory
    • EndState Conditions
    • Script ExecutionOrder
    • Custom UnityEvents
    • PlayerStats v2
      • ModifyPlayerData
      • BuyItem
    • Text Input
  • UI Components
    • Finding Game Objects
    • Game Objects: UI vs. 2D Sprite
    • UI Elements
      • Canvas: Screen-Space Render-Mode
      • UI-Buttons To Change Scene
  • Proj4: Inventory System
    • Inventory-System
      • GameData version4
      • Install and Configure
      • Diagrams, Resources
        • Item, Gem, Potion Classes
        • Inventory Class
      • InventoryDisplay, Slot UI
        • InventoryDisplay Class
        • Slot Class
        • Hazard Class
        • Layout Groups
      • Customization Steps
        • Configure Animation
        • AddItem Button
        • Concrete Class: Food
        • MiniGame Mods
          • PlayerController Mods
      • Code: InventorySystem
        • GameData, PickUp Mods
      • Resources: Data Structures
  • Custom Unity Events
    • Event Publishing Patterns
    • Custom Event Messaging
  • Proj4: Mini-Game
    • Simplified Mini-Game
      • PlayerController_v2 Mods
        • PlayerController_v2_final
      • MiniGameManager_v2
    • MiniGame-Overview-Proj4
    • LevelManager
      • LevelManager Logic Diagram
      • LevelManager FSM
      • LoadLevel, StartLevel Logic
      • Code Framework
    • Timer
  • Project 4 - Code Mods
    • Project 4 - Steps
    • Project 4 - Code
      • Code: Final Versions
        • PlayerController Mods
          • PlayerController_v2 Mods
        • GameData - Final
        • LevelManager
        • PlayerStats - Final
        • PickUp, Hazard, ScorePickUp
        • Spawner - Final
        • CameraFollow
        • ScreenFader
        • MiniGameState
        • Example: EndState
      • MiniGameWin Logic
  • Optional, Supplemental Content
    • Optional Content
      • Particle Systems
      • Adding Audio
      • Screen Fading and Reloading
      • ScriptableObjects
      • Disable Debug Logging
      • Events and Actions
      • Saving Data - Serialization
      • Parallax Scrolling
      • Change Sprites
    • XR - Extended Reality
  • Computing Concepts
    • Programming Patterns
      • State - FSM
      • Singleton Pattern
    • C# Language
      • Variables
      • Delegates
      • Dictionary
      • Enum
      • Encapsulation
        • C# Properties
        • Access Modifiers
      • Generics < T >
      • Inheritance
      • Interface
      • List< T >
      • Polymorphism
      • Queue< T >
      • Switch-Case
      • Foreach
      • Static
      • Ternary Operator: ?
      • this
    • Diagrams
      • State Machine Framework
      • UML Class Diagrams
      • Level Manager Logic Diagram
      • Flow-Chart: NumberGame
      • FSM: NumberGame
    • Tools
    • Glossary
    • References and Resources
    • Random Thoughts
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  • Hazard Class
  • PlayerController using Hazard Code

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  1. Proj4: Inventory System
  2. Inventory-System
  3. InventoryDisplay, Slot UI

Hazard Class

Hazard Class

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

using UnityEngine;


public class Hazard : MonoBehaviour {

    [SerializeField]
    private int value;

    public int Value
    {
        get { return value; }
    }

}

PlayerController using Hazard Code

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
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Last updated 5 years ago

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