SynthMaze/Assets/game/player/scriptsBackUp/PlayerMove.cs
2024-04-28 11:26:46 +02:00

189 lines
No EOL
4.7 KiB
C#

/*using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMove : MonoBehaviour
{
//This program is more to pass variables to other scripts than managing players
public float gravity = 100f;
[Header("Transform")]
public Transform Player1Transform;
public Transform Player2Transform;
private Transform currentPlayerTransform;
[Header("GameObjects")]
//public GameObject c;
private GameObject objCurrentPlayer;
public GameObject objPlayer1;
public GameObject objPlayer2;
[Header("If two players")]
public bool twoPlayer = false;
public static bool hasTwoPlayer = false;
[Header("Animators")]
//public Animator animator;
public Animator player1Animator;
public Animator player2Animator;
private Animator currentPlayerAnimator;
public static bool stopAnimator = false;
public static bool switchPlayers = false;
bool IsPauseing = false;
bool IsPlay = false;
//bool moveLeft;
//bool moveRight;
public AudioSource audioSource;
float horizontalInput;
float verticalInput;
public static bool RunningAnimation = false;
public GameObject RunAnim;
public static float touched = 0;
public static int currentPlayerCount;
bool alreadyChangedPlayerAtEnd = false;
public static bool StopMoving = false;
//To delete the Players
public static int deletePlayer = 0;
void Start()
{
hasTwoPlayer = twoPlayer;
touched = 0;
RunningAnimation = false;
alreadyChangedPlayerAtEnd = false;
objPlayer2.SetActive(twoPlayer);
currentPlayerCount = 1;
objCurrentPlayer = objPlayer1;
currentPlayerAnimator = player1Animator;
currentPlayerAnimator.SetBool("Stop", false);
}
void Update()
{
IsPlay = SC_2DCoin.IsPlaying;
IsPauseing = Pause.IsPause;
if (IsPlay == true)
{
audioSource.Play();
SC_2DCoin.IsPlaying = false;
}
if (IsPauseing == false)
{
//UI buttons
/*if (moveLeft)
{
horizontalMove = -40f;
}
if (moveRight)
{
horizontalMove = 40f;
}
else if (!moveLeft && !moveRight)
{
horizontalMove = 0f;
}
if (horizontalMove == 0f)
{
horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;
}*/
/*} // Remove for backup
//Automatically switch players after first one entered the end.
/*if(LevelMgr.steps == 2 && alreadyChangedPlayerAtEnd == false)
{
alreadyChangedPlayerAtEnd = true;
SwitchPlayer();
}*/
//Sets "Stop" to currently selected player's Animator
/*if (stopAnimator) // Remove /* for backup
{
stopAnimator = false;
currentPlayerAnimator.SetBool("Stop", true);
}
//Switch Players in code
if(switchPlayers)
{
switchPlayers = !switchPlayers;
SwitchPlayer();
}
//Switch Players
if (Input.GetKeyDown(KeyCode.V))
{
SwitchPlayer();
}
//Pass StopMoving to currently selected players
if (currentPlayerCount == 1) Player1.StopMoving = StopMoving;
else if (currentPlayerCount == 2) Player2.StopMoving = StopMoving;
//To delete Players
if(deletePlayer == 1 && objPlayer1 != null)
{
objPlayer1.SetActive(false);
}
else if(deletePlayer == 2 && objPlayer2 != null)
{
objPlayer2.SetActive(false);
}
else if(deletePlayer == 3 && objCurrentPlayer != null)
{
objCurrentPlayer.SetActive(false);
}
else
{
deletePlayer = 0;
}
}
/*public void PointerDownLeft()
{
moveLeft = true;
}
public void PointerUpLeft()
{
moveLeft = false;
}
public void PointerDownRight()
{
moveRight = true;
}
public void PointerUpRight()
{
moveRight = false;
}*/
/*void SwitchPlayer() // Remove /* for Backup
{
if(currentPlayerCount == 1 && CameraController.CameraPlayer == true && twoPlayer)
{
currentPlayerCount = 2;
currentPlayerTransform = Player2Transform;
objCurrentPlayer = objPlayer2;
currentPlayerAnimator = player2Animator;
Debug.Log("Switched to Player 2");
}
else if(currentPlayerCount == 2 && CameraController.CameraPlayer == true && twoPlayer)
{
currentPlayerCount = 1;
currentPlayerTransform = Player1Transform;
objCurrentPlayer = objPlayer1;
currentPlayerAnimator = player1Animator;
Debug.Log("Switched to Player 1");
}
}
}
*/ // Remove for Backup