testing player character asset
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123
Assets/GrigoriyArx/Droll Robots/Scripts/Rob02Ctrl.cs
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123
Assets/GrigoriyArx/Droll Robots/Scripts/Rob02Ctrl.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Rob02Ctrl : MonoBehaviour
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{
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public float speed = 1.0f;
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public float battleSpeed = 2f;
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public Transform bulletSpawnPointLeft;
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public Transform bulletSpawnPointRight;
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public GameObject bulletPrefab;
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public float bulletSpeed = 5;
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Animator anim;
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CharacterController controller;
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// Start is called before the first frame update
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void Start()
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{
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anim = GetComponent<Animator>();
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controller = GetComponent<CharacterController>();
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anim.SetFloat("speedMultiplier", speed);
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}
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// Update is called once per frame
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void Update()
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{
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anim.SetBool("shoot", false);
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if (Input.GetKey(KeyCode.LeftShift))
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{
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if (Input.GetAxis("Horizontal") > 0.1f)
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{
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anim.SetBool("turnLeft", true);
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anim.SetBool("turnRight", false);
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}
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if (Input.GetAxis("Horizontal") < -0.1f)
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{
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anim.SetBool("turnRight", true);
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anim.SetBool("turnLeft", false);
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}
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}
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else
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{
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anim.SetBool("turnLeft", false);
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anim.SetBool("turnRight", false);
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if (Mathf.Abs(Input.GetAxis("Horizontal")) > 0.1f)
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{
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anim.SetFloat("Turns", Input.GetAxis("Horizontal"));
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}
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else
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{
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anim.SetFloat("Turns", 0);
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}
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if (Mathf.Abs(Input.GetAxis("Vertical")) > 0.1f)
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{
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anim.SetFloat("Speed", Input.GetAxis("Vertical"));
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}
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else
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{
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anim.SetFloat("Speed", 0);
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}
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if (Input.GetKeyDown("e"))
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{
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anim.SetBool("Packed", !(anim.GetBool("Packed")));
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if (anim.GetBool("battle"))
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{
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anim.SetBool("battle", false);
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}
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}
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if (Input.GetKeyDown("1"))
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{
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anim.SetBool("battle",false);
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anim.SetFloat("speedMultiplier", speed);
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}
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if (Input.GetKeyDown("2"))
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{
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anim.SetBool("battle", true);
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anim.SetFloat("speedMultiplier",battleSpeed);
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}
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if ((Input.GetKeyDown("r"))&&(anim.GetBool("battle")))
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{
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anim.SetBool("shoot", true);
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var bulletL = Instantiate(bulletPrefab, bulletSpawnPointLeft.position, bulletSpawnPointLeft.rotation);
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bulletL.GetComponent<Rigidbody>().linearVelocity = bulletSpawnPointLeft.forward * bulletSpeed;
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var bulletR = Instantiate(bulletPrefab, bulletSpawnPointRight.position, bulletSpawnPointRight.rotation);
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bulletR.GetComponent<Rigidbody>().linearVelocity = bulletSpawnPointRight.forward * bulletSpeed;
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}
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if ((Input.GetKeyDown("p"))) //death
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{
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anim.SetBool("die", true);
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}
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if ((Input.GetKeyDown("u"))) //look around
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{
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anim.SetBool("look1", true);
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} else { anim.SetBool("look1", false); }
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if ((Input.GetKeyDown("y"))) //look at side
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{
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anim.SetBool("look2", true);
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} else { anim.SetBool("look2", false); }
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if ((Input.GetKeyDown("o"))) //take damage 1
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{
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anim.SetBool("hitLeft", true);
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} else { anim.SetBool("hitLeft", false); }
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if ((Input.GetKeyDown("i"))) //take damage 2
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{
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anim.SetBool("hitRight", true);
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} else { anim.SetBool("hitRight", false); }
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}
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}
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}
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