Browse Source

added characters

master
Josh 2 years ago
parent
commit
8d3b36628c
  1. 85
      bumblebar/Assets/Player.cs
  2. 16
      bumblebar/Assets/Prefabs/Player Prefab.prefab
  3. 355
      bumblebar/Assets/Scenes/SampleScene.unity
  4. BIN
      bumblebar/Assets/Sprites/dudes/dude_b.png
  5. 1
      bumblebar/Packages/manifest.json
  6. 9
      bumblebar/Packages/packages-lock.json
  7. 15
      bumblebar/ProjectSettings/ProjectSettings.asset

85
bumblebar/Assets/Player.cs

@ -5,13 +5,19 @@ using UnityEngine.UI;
public class Player : MonoBehaviour
{
[SerializeField] string _initials;
[SerializeField] int _playerNumber;
bool _active = false;
Rigidbody2D _rigidbody;
Cabinet _activeCabinet;
Dictionary<string, int> _xp = new Dictionary<string, int>();
Dictionary<string, int> _personalHighScore = new Dictionary<string, int>();
[SerializeField] Text _text;
[SerializeField] string _initials;
int _quarters = 3;
int _quarters = 25;
[SerializeField] GameObject _spriteGO;
public enum State
@ -25,17 +31,73 @@ public class Player : MonoBehaviour
public string Initials { get => _initials; set => _initials = value; }
public int Quarters { get => _quarters; set => _quarters = value; }
// Start is called before the first frame update
void Start()
{
_rigidbody = GetComponent<Rigidbody2D>();
HideText();
_spriteGO.SetActive(false);
}
void Activate()
{
_active = true;
_spriteGO.SetActive(true);
SetText(Initials);
ShowText();
Invoke("HideText", 2f);
}
void Deactivate()
{
_active = false;
}
void CheckForActivations()
{
if (Input.GetKeyDown(KeyCode.Alpha1))
{
if (_playerNumber == 1)
Activate();
else
Deactivate();
}
if (Input.GetKeyDown(KeyCode.Alpha2))
{
if (_playerNumber == 2)
Activate();
else
Deactivate();
}
if (Input.GetKeyDown(KeyCode.Alpha3))
{
if (_playerNumber == 3)
Activate();
else
Deactivate();
}
if (Input.GetKeyDown(KeyCode.Alpha4))
{
if (_playerNumber == 4)
Activate();
else
Deactivate();
}
}
// Update is called once per frame
void Update()
{
CheckForActivations();
if (_active == false)
return;
if (Input.GetKeyDown(KeyCode.Space))
{
if (_state == State.CHILLIN && _activeCabinet != null)
@ -47,10 +109,15 @@ public class Player : MonoBehaviour
StopPlaying();
}
}
}
void FixedUpdate()
{
if (_active == false)
return;
const float SPEED = 140f;
if (Input.GetKey(KeyCode.W)){
_rigidbody.velocity += SPEED * Vector2.up;
@ -196,6 +263,13 @@ public class Player : MonoBehaviour
InitDictionaries();
cabinet.ShowInfo(this, _personalHighScore[_activeCabinet.Title], _xp[_activeCabinet.Title]);
}
Player player = collision.gameObject.GetComponent<Player>();
if (player)
{
SetText("Hey " + player.Initials + "! What's up?\n\nPress button to chat.");
ShowText();
}
}
private void OnCollisionExit2D(Collision2D collision)
@ -207,5 +281,10 @@ public class Player : MonoBehaviour
StopPlaying();
}
Player player = collision.gameObject.GetComponent<Player>();
if (player)
{
HideText();
}
}
}

16
bumblebar/Assets/Prefabs/Player Prefab.prefab

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@ -234,8 +234,10 @@ MonoBehaviour:
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355
bumblebar/Assets/Scenes/SampleScene.unity

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