TheKingsRace/Assets/Scripts/KickController.cs
Evan Nydahl 460092aacb Added several prototypes
-added kick prototype
-added drop-kick prototype
-added slide prototype
-added dash prototype
-added nitro prototype
2021-10-18 12:35:16 -05:00

56 lines
1.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class KickController : MonoBehaviour
{
//Important, may want to change blink code to only work for trigger collider
// so that the player doesn't teleport to their leg
public GameObject leg;
private bool isKicking = false;
//slightly bad practice, when merging find a better work around
private bool isDiveKicking = false;
private CharacterController characterController;
void Start(){
characterController = this.gameObject.GetComponent<CharacterController>();
}
void Update(){
//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);
}
}