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218
Assets/Scripts/SwordsGame/SwordPlayerController.cs
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218
Assets/Scripts/SwordsGame/SwordPlayerController.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class SwordPlayerController : MonoBehaviour
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{
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[SerializeField] ScenesTransitionController scenesTransition = default;
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[SerializeField] GameTutorialControler tutorial = default;
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[SerializeField] Animator anim = default;
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[SerializeField] public Animator charAnim = default;
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[SerializeField] CharacterController controller = default;
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[SerializeField] Transform cam = default;
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[SerializeField] Transform enemy = default;
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[SerializeField] float speed = 6;
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[SerializeField, Range(0, .3f)] float turnSmoothTime = .1f;
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float turnSmoothVelocity;
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[Header("Jump")]
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[SerializeField, Min(0)] float gravity = 15f;
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[SerializeField] float jumpHeight = 3f;
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[SerializeField, Range(0, .5f)] float jumpDelay = .5f;
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Vector3 velocity;
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[SerializeField] Transform groundCheck = default;
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[SerializeField, Range(0, .5f)] float groundDistance = .4f;
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[SerializeField] LayerMask groundMask = -1;
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bool isGrounded;
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[Space]
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[SerializeField] Image healthBar = default;
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[SerializeField] float maxHp = 100;
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float hp;
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bool canMove;
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[Space]
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[SerializeField] GameObject playerHPbar;
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[SerializeField] GameObject enemyHPbar;
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[SerializeField] GameObject playerHPbarLabel;
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[SerializeField] GameObject enemyHPbarLabel;
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[SerializeField, Range(0, 1f)] float stepsInterval = .5f;
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float currentTime;
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bool scoreDistributed;
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void Awake(){
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Cursor.lockState = CursorLockMode.Locked;
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hp = maxHp;
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canMove = true;
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charAnim = GetComponent<CharacterIdController>().SetPlayerCustom();
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}
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float currentX;
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float xDirVelocity;
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float currentY;
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// Update is called once per frame
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void Update(){
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if (tutorial.gameStarted)
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{
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isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
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if (isGrounded && velocity.y < 0)
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{
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velocity.y = -2f;
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}
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float horizontal = Input.GetAxisRaw("Horizontal");
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float vertical = Input.GetAxisRaw("Vertical");
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Vector3 direction = new Vector3(horizontal, 0, vertical).normalized;
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if (direction.magnitude >= .1f && canMove)
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{
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float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
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float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
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transform.rotation = Quaternion.Euler(0, angle, 0);
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Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
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controller.Move(moveDir.normalized * speed * Time.deltaTime);
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Vector3 directionX = direction.x * transform.forward;
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Vector3 directionZ = direction.z * transform.forward;
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currentX = Mathf.SmoothDamp(currentX, directionX.x, ref xDirVelocity, .1f);
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currentY = Mathf.SmoothDamp(currentY, directionZ.z, ref xDirVelocity, .1f);
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charAnim.SetFloat("VelocityY", 1);
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anim.SetBool("Moving", true);
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currentTime += Time.deltaTime;
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if (currentTime >= stepsInterval)
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{
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AudioManager.instance.PlayOneShot("SFX_paso" + Random.Range(1, 6), true);
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currentTime = 0;
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}
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}
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else
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{
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currentX = Mathf.SmoothDamp(currentX, 0, ref xDirVelocity, .1f);
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currentY = Mathf.SmoothDamp(currentY, 0, ref xDirVelocity, .1f);
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charAnim.SetFloat("VelocityY", 0);
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anim.SetBool("Moving", false);
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}
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velocity.y -= gravity * Time.deltaTime;
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controller.Move(velocity * Time.deltaTime);
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}
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}
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public void StopMovement(){
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transform.LookAt(new Vector3(enemy.position.x, transform.position.y, enemy.position.z));
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canMove = false;
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}
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public void RegainMovement(){
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if(hp > 0){
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canMove = true;
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}
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}
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public void Damage(float ammount){
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if(hp > 0){
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hp -= ammount;
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healthBar.transform.localScale = new Vector3(Mathf.Clamp(hp / maxHp, 0, 1), 1, 1);
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ScreenShakeCall.instance.ShakeCamera(12.5f, .4f);
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if (hp > 0f){
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charAnim.SetTrigger("Damage");
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float randomAnim = Random.Range(0, 200);
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if(randomAnim > 100){
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GameObject pow = ObjectPooler.instance.SpawnFromPool("Pow", transform.position + Vector3.up);
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pow.transform.LookAt(cam);
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}
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else{
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GameObject pam = ObjectPooler.instance.SpawnFromPool("Pam", transform.position + Vector3.up);
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pam.transform.LookAt(cam);
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}
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}else{
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GameObject kapow = ObjectPooler.instance.SpawnFromPool("Kapow", transform.position);
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kapow.transform.LookAt(Camera.main.transform);
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charAnim.SetTrigger("Die");
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StopMovement();
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ReturnToMenu(GameObject.Find("Enemy").GetComponent<CharacterIdController>().CharacterId, gameObject.GetComponent<CharacterIdController>().CharacterId);
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}
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}
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}
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void OnDrawGizmos(){
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if(groundCheck != null){
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Gizmos.color = Color.red;
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Gizmos.DrawWireSphere(groundCheck.position, groundDistance);
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}
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}
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public void ShowLives()
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{
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playerHPbar.SetActive(true);
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enemyHPbar.SetActive(true);
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playerHPbarLabel.SetActive(true);
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enemyHPbarLabel.SetActive(true);
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StartCoroutine(AudioManager.instance.FadeOut("transicion", 1));
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StartCoroutine(AudioManager.instance.FadeIn("04_espadas", 1));
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}
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void ReturnToMenu(int winner, int looser)
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{
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if (!scoreDistributed)
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{
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//AudioManager.instance.PlayOneShot("SFX_booring");
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StartCoroutine(BetweenScenePass.instance.DistributeScore(
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BetweenScenePass.Games.Swords,
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winner,
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null));
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int newWinner1 = winner;
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int i = 0;
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while (i < 100)
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{
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newWinner1 = Random.Range(0, 6);
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i++;
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if (newWinner1 != winner && newWinner1 != looser)
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{
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break;
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}
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}
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StartCoroutine(BetweenScenePass.instance.DistributeScore(
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BetweenScenePass.Games.Swords,
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newWinner1,
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null));
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int newWinner2;
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newWinner2 = winner;
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i = 0;
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while (i < 100)
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{
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newWinner2 = Random.Range(0, 6);
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i++;
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if (newWinner2 != winner && newWinner2 != looser && newWinner2 != newWinner1)
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{
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break;
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}
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}
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StartCoroutine(BetweenScenePass.instance.DistributeScore(
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BetweenScenePass.Games.Swords,
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newWinner2,
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scenesTransition));
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scoreDistributed = true;
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}
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}
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}
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