TheKingsRace/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dKickController.cs
Melbyj1125 758f06f775 Updated Debug prefab to be the testing version
Update Inventory Selection to work with debug prefab
2021-11-05 13:07:04 -05:00

77 lines
2.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using MLAPI;
using UnityEngine;
public class dKickController : NetworkBehaviour
{
//Important, may want to change blink code to only work for trigger collider
// so that the player doesn't teleport to their leg
private GameObject leg;
private bool isKicking = false;
//slightly bad practice, when merging find a better work around
private bool isDiveKicking = false;
private CharacterController characterController;
public PlayerStats pStats;
void Start(){
pStats = GetComponent<PlayerStats>();
characterController = this.gameObject.GetComponent<CharacterController>();
leg = transform.GetChild(0).gameObject;
leg.SetActive(false);
}
void Update(){
Kick();
}
void Kick(){
//Note: when we merge this into PlayerMovement, we may want to change isgrounded to our
//custom is grounded
if (Input.GetKeyDown(KeyCode.F) && isKicking == false && characterController.isGrounded == false)
{
Debug.Log("dive");
// if kicking in air, kick until grounded (maybe add some foward momentum if needeD)
isKicking = true;
isDiveKicking = true;
leg.SetActive(true);
}
//otherwise do ground kick for .3 seconds
else if (Input.GetKeyDown(KeyCode.F) && isKicking == false){
Debug.Log("kick");
StartCoroutine(Kicking(.3f));
}
//once dive kick touches ground, set back to normal state
if(characterController.isGrounded == true && isDiveKicking == true){
isDiveKicking = false;
isKicking = false;
leg.SetActive(false);
}
}
private IEnumerator Kicking(float waitTime){
isKicking = true;
leg.SetActive(true);
yield return new WaitForSeconds(waitTime);
isKicking = false;
leg.SetActive(false);
}
private void OnCollisionEnter(Collision collision)
{
//if (!IsLocalPlayer) { return; }
Collider myCollider = collision.contacts[0].thisCollider;
if (collision.transform.CompareTag("kickable") && myCollider == leg.GetComponent<Collider>()){
Vector3 direction = this.transform.forward;
Debug.Log(direction);
collision.rigidbody.AddForce(direction * pStats.KickPow, ForceMode.Impulse);
}
}
}