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