Created
November 15, 2017 05:10
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Updated PortalSpawningController.cs with single key control
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class PortalSpawningController : MonoBehaviour { | |
public UnitAttributes player; | |
public Transform facingIndicator; | |
[SerializeField] | |
KeyCode singleSpawnKey = KeyCode.S; | |
[SerializeField] | |
KeyCode portal1Key = KeyCode.A; | |
[SerializeField] | |
KeyCode portal2Key = KeyCode.D; | |
[SerializeField] | |
float portalCooldown; | |
// keeping track of cooldown | |
float portal1runningTime; | |
float portal2runningTime; | |
[SerializeField] | |
float range; | |
public GameObject portal1Prefab; | |
public GameObject portal2Prefab; | |
public PortalController portal1; | |
public PortalController portal2; | |
public float portalUptime = 10f; | |
void Awake(){ | |
player = GetComponent<UnitAttributes>(); | |
facingIndicator = transform.Find("FacingIndicator"); | |
portal1runningTime = portalCooldown; | |
portal2runningTime = portalCooldown; | |
} | |
void spawnPortal(int portalNumber, Vector3 pos){ | |
int direction = (facingIndicator.position.x - transform.position.x >= 0)? 1:-1; | |
switch (portalNumber){ | |
case 1: | |
if (portal1) | |
{ | |
Destroy(portal1.gameObject); | |
portal2.nextPortal = null; | |
} | |
portal1 = Instantiate(portal1Prefab, new Vector3(pos.x + direction*range, pos.y, pos.z), portal1Prefab.transform.rotation).GetComponent<PortalController>(); | |
portal1.uptime = portalUptime; | |
if (portal2 && portal1){ | |
portal2.anim.Play("PortalOpened"); | |
portal1.anim.Play("PortalOpened"); | |
portal2.nextPortal = portal1; | |
portal1.nextPortal = portal2; | |
} | |
portal1runningTime = 0; | |
break; | |
case 2: | |
if (portal2) | |
{ | |
Destroy(portal2.gameObject); | |
portal1.nextPortal = null; | |
} | |
portal2 = Instantiate(portal2Prefab, new Vector3(pos.x + direction * range, pos.y, pos.z), portal1Prefab.transform.rotation).GetComponent<PortalController>(); | |
portal2.uptime = portalUptime; | |
if (portal2 && portal1) | |
{ | |
portal2.anim.Play("PortalOpened"); | |
portal1.anim.Play("PortalOpened"); | |
portal2.nextPortal = portal1; | |
portal1.nextPortal = portal2; | |
} | |
portal2runningTime = 0; | |
break; | |
} | |
} | |
// Use this for initialization | |
void Start () { | |
} | |
// Update is called once per frame | |
void Update () { | |
portal1runningTime += Time.deltaTime; | |
portal2runningTime += Time.deltaTime; | |
if (Input.GetKeyDown(portal2Key) && portal2runningTime >= portalCooldown){ | |
spawnPortal(2, facingIndicator.position); | |
} | |
if (Input.GetKeyDown(portal1Key) && portal1runningTime >= portalCooldown){ | |
spawnPortal(1, facingIndicator.position); | |
} | |
if (Input.GetKeyDown(singleSpawnKey)){ | |
if (portal1runningTime >= portalCooldown) | |
spawnPortal(1, facingIndicator.position); | |
else if (portal2runningTime >= portalCooldown) | |
spawnPortal(2, facingIndicator.position); | |
} | |
} | |
} |
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