mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-03-29 13:14:54 -05:00
-added kick prototype -added drop-kick prototype -added slide prototype -added dash prototype -added nitro prototype
56 lines
1.8 KiB
C#
56 lines
1.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class KickController : MonoBehaviour
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{
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//Important, may want to change blink code to only work for trigger collider
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// so that the player doesn't teleport to their leg
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public GameObject leg;
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private bool isKicking = false;
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//slightly bad practice, when merging find a better work around
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private bool isDiveKicking = false;
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private CharacterController characterController;
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void Start(){
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characterController = this.gameObject.GetComponent<CharacterController>();
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}
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void Update(){
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//Note: when we merge this into PlayerMovement, we may want to change isgrounded to our
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//custom is grounded
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if (Input.GetKeyDown(KeyCode.F) && isKicking == false && characterController.isGrounded == false)
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{
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Debug.Log("dive");
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// if kicking in air, kick until grounded (maybe add some foward momentum if needeD)
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isKicking = true;
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isDiveKicking = true;
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leg.SetActive(true);
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}
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//otherwise do ground kick for .3 seconds
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else if (Input.GetKeyDown(KeyCode.F) && isKicking == false){
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Debug.Log("kick");
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StartCoroutine(Kicking(.3f));
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}
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//once dive kick touches ground, set back to normal state
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if(characterController.isGrounded == true && isDiveKicking == true){
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isDiveKicking = false;
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isKicking = false;
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leg.SetActive(false);
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}
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}
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private IEnumerator Kicking(float waitTime){
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isKicking = true;
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leg.SetActive(true);
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yield return new WaitForSeconds(waitTime);
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isKicking = false;
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leg.SetActive(false);
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}
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}
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