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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; | ||
| } | ||
| } |
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