UnityGame/Assets/Downloaded/GhostCharacter_Free/Scripts/GhostScript.cs

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2024-10-27 10:53:47 +03:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Sample {
public class GhostScript : MonoBehaviour
{
private Animator Anim;
private CharacterController Ctrl;
private Vector3 MoveDirection = Vector3.zero;
// Cache hash values
private static readonly int IdleState = Animator.StringToHash("Base Layer.idle");
private static readonly int MoveState = Animator.StringToHash("Base Layer.move");
private static readonly int SurprisedState = Animator.StringToHash("Base Layer.surprised");
private static readonly int AttackState = Animator.StringToHash("Base Layer.attack_shift");
private static readonly int DissolveState = Animator.StringToHash("Base Layer.dissolve");
private static readonly int AttackTag = Animator.StringToHash("Attack");
// dissolve
[SerializeField] private SkinnedMeshRenderer[] MeshR;
private float Dissolve_value = 1;
private bool DissolveFlg = false;
private const int maxHP = 3;
private int HP = maxHP;
private Text HP_text;
// moving speed
[SerializeField] private float Speed = 4;
void Start()
{
Anim = this.GetComponent<Animator>();
Ctrl = this.GetComponent<CharacterController>();
HP_text = GameObject.Find("Canvas/HP").GetComponent<Text>();
HP_text.text = "HP " + HP.ToString();
}
void Update()
{
STATUS();
GRAVITY();
Respawn();
// this character status
if(!PlayerStatus.ContainsValue( true ))
{
MOVE();
PlayerAttack();
Damage();
}
else if(PlayerStatus.ContainsValue( true ))
{
int status_name = 0;
foreach(var i in PlayerStatus)
{
if(i.Value == true)
{
status_name = i.Key;
break;
}
}
if(status_name == Dissolve)
{
PlayerDissolve();
}
else if(status_name == Attack)
{
PlayerAttack();
}
else if(status_name == Surprised)
{
// nothing method
}
}
// Dissolve
if(HP <= 0 && !DissolveFlg)
{
Anim.CrossFade(DissolveState, 0.1f, 0, 0);
DissolveFlg = true;
}
// processing at respawn
else if(HP == maxHP && DissolveFlg)
{
DissolveFlg = false;
}
}
//---------------------------------------------------------------------
// character status
//---------------------------------------------------------------------
private const int Dissolve = 1;
private const int Attack = 2;
private const int Surprised = 3;
private Dictionary<int, bool> PlayerStatus = new Dictionary<int, bool>
{
{Dissolve, false },
{Attack, false },
{Surprised, false },
};
//------------------------------
private void STATUS ()
{
// during dissolve
if(DissolveFlg && HP <= 0)
{
PlayerStatus[Dissolve] = true;
}
else if(!DissolveFlg)
{
PlayerStatus[Dissolve] = false;
}
// during attacking
if(Anim.GetCurrentAnimatorStateInfo(0).tagHash == AttackTag)
{
PlayerStatus[Attack] = true;
}
else if(Anim.GetCurrentAnimatorStateInfo(0).tagHash != AttackTag)
{
PlayerStatus[Attack] = false;
}
// during damaging
if(Anim.GetCurrentAnimatorStateInfo(0).fullPathHash == SurprisedState)
{
PlayerStatus[Surprised] = true;
}
else if(Anim.GetCurrentAnimatorStateInfo(0).fullPathHash != SurprisedState)
{
PlayerStatus[Surprised] = false;
}
}
// dissolve shading
private void PlayerDissolve ()
{
Dissolve_value -= Time.deltaTime;
for(int i = 0; i < MeshR.Length; i++)
{
MeshR[i].material.SetFloat("_Dissolve", Dissolve_value);
}
if(Dissolve_value <= 0)
{
Ctrl.enabled = false;
}
}
// play a animation of Attack
private void PlayerAttack ()
{
if(Input.GetKeyDown(KeyCode.A))
{
Anim.CrossFade(AttackState,0.1f,0,0);
}
}
//---------------------------------------------------------------------
// gravity for fall of this character
//---------------------------------------------------------------------
private void GRAVITY ()
{
if(Ctrl.enabled)
{
if(CheckGrounded())
{
if(MoveDirection.y < -0.1f)
{
MoveDirection.y = -0.1f;
}
}
MoveDirection.y -= 0.1f;
Ctrl.Move(MoveDirection * Time.deltaTime);
}
}
//---------------------------------------------------------------------
// whether it is grounded
//---------------------------------------------------------------------
private bool CheckGrounded()
{
if (Ctrl.isGrounded && Ctrl.enabled)
{
return true;
}
Ray ray = new Ray(this.transform.position + Vector3.up * 0.1f, Vector3.down);
float range = 0.2f;
return Physics.Raycast(ray, range);
}
//---------------------------------------------------------------------
// for slime moving
//---------------------------------------------------------------------
private void MOVE ()
{
// velocity
if(Anim.GetCurrentAnimatorStateInfo(0).fullPathHash == MoveState)
{
if (Input.GetKey(KeyCode.UpArrow) && !Input.GetKey(KeyCode.DownArrow) && !Input.GetKey(KeyCode.LeftArrow) && !Input.GetKey(KeyCode.RightArrow))
{
MOVE_Velocity(new Vector3(0, 0, -Speed), new Vector3(0, 180, 0));
}
else if (Input.GetKey(KeyCode.DownArrow) && !Input.GetKey(KeyCode.UpArrow) && !Input.GetKey(KeyCode.LeftArrow) && !Input.GetKey(KeyCode.RightArrow))
{
MOVE_Velocity(new Vector3(0, 0, Speed), new Vector3(0, 0, 0));
}
else if (Input.GetKey(KeyCode.LeftArrow) && !Input.GetKey(KeyCode.UpArrow) && !Input.GetKey(KeyCode.DownArrow) && !Input.GetKey(KeyCode.RightArrow))
{
MOVE_Velocity(new Vector3(Speed, 0, 0), new Vector3(0, 90, 0));
}
else if (Input.GetKey(KeyCode.RightArrow) && !Input.GetKey(KeyCode.UpArrow) && !Input.GetKey(KeyCode.DownArrow) && !Input.GetKey(KeyCode.LeftArrow))
{
MOVE_Velocity(new Vector3(-Speed, 0, 0), new Vector3(0, 270, 0));
}
}
KEY_DOWN();
KEY_UP();
}
//---------------------------------------------------------------------
// value for moving
//---------------------------------------------------------------------
private void MOVE_Velocity (Vector3 velocity, Vector3 rot)
{
MoveDirection = new Vector3 (velocity.x, MoveDirection.y, velocity.z);
if(Ctrl.enabled)
{
Ctrl.Move(MoveDirection * Time.deltaTime);
}
MoveDirection.x = 0;
MoveDirection.z = 0;
this.transform.rotation = Quaternion.Euler(rot);
}
//---------------------------------------------------------------------
// whether arrow key is key down
//---------------------------------------------------------------------
private void KEY_DOWN ()
{
if (Input.GetKeyDown(KeyCode.UpArrow))
{
Anim.CrossFade(MoveState, 0.1f, 0, 0);
}
else if (Input.GetKeyDown(KeyCode.DownArrow))
{
Anim.CrossFade(MoveState, 0.1f, 0, 0);
}
else if (Input.GetKeyDown(KeyCode.LeftArrow))
{
Anim.CrossFade(MoveState, 0.1f, 0, 0);
}
else if (Input.GetKeyDown(KeyCode.RightArrow))
{
Anim.CrossFade(MoveState, 0.1f, 0, 0);
}
}
//---------------------------------------------------------------------
// whether arrow key is key up
//---------------------------------------------------------------------
private void KEY_UP ()
{
if (Input.GetKeyUp(KeyCode.UpArrow))
{
if(!Input.GetKey(KeyCode.DownArrow) && !Input.GetKey(KeyCode.LeftArrow) && !Input.GetKey(KeyCode.RightArrow))
{
Anim.CrossFade(IdleState, 0.1f, 0, 0);
}
}
else if (Input.GetKeyUp(KeyCode.DownArrow))
{
if(!Input.GetKey(KeyCode.UpArrow) && !Input.GetKey(KeyCode.LeftArrow) && !Input.GetKey(KeyCode.RightArrow))
{
Anim.CrossFade(IdleState, 0.1f, 0, 0);
}
}
else if (Input.GetKeyUp(KeyCode.LeftArrow))
{
if(!Input.GetKey(KeyCode.UpArrow) && !Input.GetKey(KeyCode.DownArrow) && !Input.GetKey(KeyCode.RightArrow))
{
Anim.CrossFade(IdleState, 0.1f, 0, 0);
}
}
else if (Input.GetKeyUp(KeyCode.RightArrow))
{
if(!Input.GetKey(KeyCode.UpArrow) && !Input.GetKey(KeyCode.DownArrow) && !Input.GetKey(KeyCode.LeftArrow))
{
Anim.CrossFade(IdleState, 0.1f, 0, 0);
}
}
}
//---------------------------------------------------------------------
// damage
//---------------------------------------------------------------------
private void Damage ()
{
// Damaged by outside field.
if(Input.GetKeyUp(KeyCode.S))
{
Anim.CrossFade(SurprisedState, 0.1f, 0, 0);
HP--;
HP_text.text = "HP " + HP.ToString();
}
}
//---------------------------------------------------------------------
// respawn
//---------------------------------------------------------------------
private void Respawn ()
{
if(Input.GetKeyDown(KeyCode.Space))
{
// player HP
HP = maxHP;
Ctrl.enabled = false;
this.transform.position = Vector3.zero; // player position
this.transform.rotation = Quaternion.Euler(Vector3.zero); // player facing
Ctrl.enabled = true;
// reset Dissolve
Dissolve_value = 1;
for(int i = 0; i < MeshR.Length; i++)
{
MeshR[i].material.SetFloat("_Dissolve", Dissolve_value);
}
// reset animation
Anim.CrossFade(IdleState, 0.1f, 0, 0);
}
}
}
}