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using UnityEngine;
using System.Collections;

public class Cynthia : UnitMovement {

// The amount of health the player has.
int health;
// The player's current level.
int level;
// The amount of rupees that the player currently has.
int currency;
// The amount of experience the player has earned.
int experience;

string currentDirection = "south";

Animator animator;

BoardManager bm;

public int rows;
public int columns;

// A string variable that we can change while playing the game or outside Play mode.
public string myName;

public void InitPlayer(string playerName = "Lonk"){
health = 3;
level = 1;
currency = 0;
experience = 0;
myName = playerName;
}

// Sets the borders for the player movement.
public void SetMoveLimits(int rows = 0, int columns = 0){
this.rows = rows;
this.columns = columns;
}

private Vector3 goNorth(Vector3 currentPosition) {
currentPosition.y++;
animator.Play ("cynthia_");
if(currentPosition.y == columns - 1){
//If you can't go north, choose a random direction and check if you can go that way
switch (Random.Range(0,2)){
case 0:
currentDirection = "south";
break;
case 1:
if(currentPosition.x != 0){
currentDirection = "west";
}else {
currentDirection = "east";
}
break;
case 2:
if(currentPosition.x < rows - 1){
currentDirection = "east";
}else {
currentDirection = "west";
}
break;
default:
currentDirection = "south";
break;
}
}
return currentPosition;
}
private Vector3 goSouth(Vector3 currentPosition) {
currentPosition.y--;
animator.Play ("cynthia_ 1");
if(currentPosition.y == 0){
//If you can't go south, choose a random direction and check if you can go that way
switch (Random.Range(0,2)){
case 0:
currentDirection = "north";
break;
case 1:
if(currentPosition.x != 0){
currentDirection = "west";
}else {
currentDirection = "east";
}
break;
case 2:
if(currentPosition.x < rows - 1){
currentDirection = "east";
}else {
currentDirection = "west";
}
break;
default:
currentDirection = "north";
break;
}
}
return currentPosition;
}
private Vector3 goWest(Vector3 currentPosition) {
currentPosition.x--;
animator.Play ("cynthia_ 2");
if(currentPosition.x == 0){
//If you can't go west, choose a random direction and check if you can go that way
switch (Random.Range(0,2)){
case 0:
currentDirection = "east";
break;
case 1:
if(currentPosition.y != 0){
currentDirection = "south";
}else {
currentDirection = "north";
}
break;
case 2:
if(currentPosition.y < rows - 1){
currentDirection = "north";
}else {
currentDirection = "south";
}
break;
default:
currentDirection = "east";
break;
}
}
return currentPosition;
}
private Vector3 goEast(Vector3 currentPosition) {
currentPosition.x++;
animator.Play ("cynthia_ 3");
if(currentPosition.x == columns - 1){
//If you can't go north, choose a random direction and check if you can go that way
switch (Random.Range(0,2)){
case 0:
currentDirection = "west";
break;
case 1:
if(currentPosition.y != 0){
currentDirection = "south";
}else {
currentDirection = "north";
}
break;
case 2:
if(currentPosition.y < rows - 1){
currentDirection = "north";
}else {
currentDirection = "south";
}
break;
default:
currentDirection = "west";
break;
}
}
return currentPosition;
}

// Use this for initialization
void Start () {
animator = GetComponent<Animator> ();

// Ititializes the player stats.
InitPlayer ();
this.transform.position = new Vector3(2,3,0);
SetMoveLimits (9,9);
}

// Update is called once per frame
void Update () {
Vector3 currentPosition = this.transform.position;

// Checks if the player presses down the left arrow key and that they haven't reached the left border.
/*if (Input.GetKeyDown (KeyCode.LeftArrow) && currentPosition.x != 0) {
currentPosition.x--;
animator.Play("cynthia_west");
}
// Checks if the player presses down the right arrow key and that they haven't reached the right border.
if (Input.GetKeyDown (KeyCode.RightArrow) && currentPosition.x < rows - 1) {
currentPosition.x++;
animator.Play("cynthia_east");
}
// Checks if the player presses down the down arrow key and that they haven't reached the bottom.
if (Input.GetKeyDown (KeyCode.DownArrow) && currentPosition.y != 0) {
currentPosition.y--;
animator.Play("cynthia_south");
}
// Checks if the player presses down the up arrow key and that they haven't reached the top.
if (Input.GetKeyDown (KeyCode.UpArrow) && currentPosition.y < columns - 1) {
currentPosition.y++;
animator.Play ("cynthia_north");
}
*/
// Updates the object's position to the new position.

if(Input.GetKeyDown(KeyCode.LeftArrow) || Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.DownArrow)){
switch(currentDirection) {
case "south":
currentPosition = goSouth(currentPosition);
break;
case "north":
currentPosition = goNorth(currentPosition);
break;
case "west":
currentPosition = goWest(currentPosition);
break;
default:
currentPosition = goEast(currentPosition);
break;
}
}

this.transform.position = currentPosition;
}
}
@@ -4,10 +4,12 @@
public class GameManager : MonoBehaviour {

public GameObject player;
public GameObject cynthia;

// Use this for initialization
void Start () {
Instantiate (player);
Instantiate (cynthia);
}

// Update is called once per frame
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