@@ -1,86 +1,56 @@
using UnityEngine;
using System.Collections;


public class PlayerMovement : MonoBehaviour
{
[SerializeField]
private GameObject _gameManagerObject;
[SerializeField]
private GameObject _firefly;

private GameManager _gameManager;


private ScriptableData[] _scriptData;

private GameManager _gameManager;
private Rigidbody _rigidBody;
private ChaseCamera _camera;
private bool _grounded = false;

private bool _grounded = false;
private Vector3 _spawnPosition;
private Quaternion _spawnRotation;
//[SerializeField]
//private Color _sanityBarColour;
//private Texture2D _sanityTexture;

//private float _sanityPoints;
//private float _xRotationValue = 0.0f;

//private AudioSource[] _clips;

private void Awake()
{
_gameManager = _gameManagerObject.GetComponent<GameManager>();

_scriptData = Resources.LoadAll<ScriptableData>("Data");

_rigidBody = GetComponent<Rigidbody>();
_camera = Camera.main.GetComponent<ChaseCamera>();

_spawnPosition = transform.position;
_spawnRotation = transform.rotation;

//_sanityTexture = new Texture2D(1, 1);
//_sanityTexture.SetPixel(0, 0, _sanityBarColour);
//_sanityTexture.Apply();

//_sanityPoints = 20.0f;


//_clips = GetComponents<AudioSource>();
}
// Use this for initialization
private void Start()
{

}

// Update is called once per frame
private void FixedUpdate()
{
ForcedMovement();
}

private void Update()
{
//Jump();
}

private void ForcedMovement()
{
//Forced Movement
transform.Translate(new Vector3(0, 0, _gameManager.PlayerMovementSpeed) * Time.deltaTime, Space.Self);
}

public void Jump()
{
if (!_grounded) { return; }

//Vector3 jumpVector = _camera.transform.forward;
//jumpVector.y += 1.5f;
_rigidBody.AddForce(transform.up * _gameManager.PlayerJumpHeight, ForceMode.Impulse);
_grounded = false;
_camera.Shake(_gameManager.CameraShakeDistanceOnJump);
//_clips[0].Play();
}

public void DecreaseGravity()
{
Physics.gravity = new Vector3(0.0f, -_gameManager.LowGravity, 0.0f);
}

public void IncreaseGravity()
{
Physics.gravity = new Vector3(0.0f, -_gameManager.NormalGravity, 0.0f);
}

private void OnCollisionEnter(Collision collision)
@@ -91,7 +61,7 @@ private void OnCollisionEnter(Collision collision)
_camera.Shake(_gameManager.CameraShakeDistanceOnLand);
}

if (collision.transform.name == "Terrain")
if (collision.transform.tag == "DeathFloor")
{
print("You died");
transform.position = _spawnPosition;
@@ -100,20 +70,19 @@ private void OnCollisionEnter(Collision collision)
}
}


public void SlowDown()
public void SlowDownTime()
{
if (_gameManager.SanityPoints <= 0.0f) { return; }
if (_gameManager.CurrentSanityPoints <= 0.0f) { return; }

if (Time.timeScale > _gameManager.SlowDownScale)
{
Time.timeScale -= _gameManager.SlowDownInterpolationValue;
Time.fixedDeltaTime = 0.02f * Time.timeScale;
}
_gameManager.SanityPoints -= 0.1f;
_gameManager.CurrentSanityPoints -= 0.1f;
}

public void SpeedUp()
public void SpeedUpTime()
{
if (Time.timeScale < 1.0f)
{
@@ -122,25 +91,19 @@ public void SpeedUp()
}
}

//private void OnGUI()
//{
// GUI.DrawTexture(new Rect(Screen.width - 236, 50, _sanityPoints, 20), _sanityTexture);
//}
public void ChargeJump()
{
_gameManager.JumpBarPoints += _gameManager.JumpBarInterpolationValue;
_gameManager.JumpBarInterpolationValue = Mathf.Clamp(_gameManager.JumpBarInterpolationValue, 0.0f, 100.0f);
}

void OnTriggerEnter(Collider col)
{
print("OnTriggerEnter");
if (col.tag == "Lume")
{
print("Colliders with Player");
_gameManager.SanityPoints += 20.0f;
//maybe use Clamp in the future
if (_gameManager.SanityPoints > 160.0f)
{
_gameManager.SanityPoints = 160.0f;
}
_gameManager.CurrentSanityPoints += _gameManager.SanityPerLume;
_gameManager.CurrentSanityPoints = Mathf.Clamp(_gameManager.CurrentSanityPoints, 0.0f, 100.0f);
Destroy(col.gameObject);
//_clips[1].Play();
}
}

File renamed without changes.
@@ -10,7 +10,7 @@ public class SanityBarHandler : MonoBehaviour

private GameManager _gameManager;
private Texture2D _sanityTexture;

private void Awake()
{
_gameManager = _gameManagerObject.GetComponent<GameManager>();
@@ -19,7 +19,6 @@ private void Awake()
_sanityTexture.Apply();
}


// Use this for initialization
void Start()
{
@@ -34,6 +33,6 @@ void Update()

private void OnGUI()
{
GUI.DrawTexture(new Rect(Screen.width - 236, 50, _gameManager.SanityPoints, 20), _sanityTexture);
GUI.DrawTexture(new Rect(Screen.width - 236, 50, (_gameManager.CurrentSanityPoints * 1.6f), 20), _sanityTexture);
}
}
File renamed without changes.
@@ -6,6 +6,9 @@ TagManager:
tags:
- FlowMarker
- FlowMarkerManager
- JumpableObject
- Lume
- DeathFloor
layers:
- Default
- TransparentFX