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Player.cs
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Player.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
// Play Variables
private int _score = 0;
private bool _isDead = false;
// External Script Managers
private SpawnManager _spawnManager;
private UIManager _uiManager;
private GameManager _gameManager;
// Ship Variables
[SerializeField] private float _speed = 8f;
[SerializeField] private int _lives = 3;
// Ship Skeleton Components
private SpriteRenderer _shipSpriteRenderer;
private SpriteRenderer _trailSpriteRenderer;
private Collider2D _shipCollider;
[SerializeField] private GameObject _explosionPrefab;
// Laser Variables
[SerializeField] private GameObject _laserPrefab;
[SerializeField] private GameObject _tripleShotPrefab;
// Powerup Variables
private bool tripleShotIsActive = false;
private bool speedIsActive = false;
private bool shieldIsActive = false;
private float _powerupTimerDuration = 8f;
private float _speedBoost = 2;
[SerializeField] private GameObject _shieldVisualizer;
// Firing rate
[SerializeField] private float _fireRate = 0.2f;
private float _canFire = -1f;
// Audio
[SerializeField] private AudioClip _laserSFX;
private AudioSource _audioSource;
void Start() {
_shipCollider = this.gameObject.GetComponent<Collider2D>();
_shipSpriteRenderer = this.gameObject.GetComponent<SpriteRenderer>();
_trailSpriteRenderer = GameObject.Find("Thruster").GetComponent<SpriteRenderer>();
_audioSource = GetComponent<AudioSource>();
transform.position = new Vector3(0, 0, 0);
_spawnManager = GameObject.Find("Spawn_Manager").GetComponent<SpawnManager>();
_uiManager = GameObject.Find("Canvas").GetComponent<UIManager>();
_gameManager = GameObject.Find("Game_Manager").GetComponent<GameManager>();
//Error Checks
if (_spawnManager == null) {
Debug.LogError("The Spawn Manager is NULL.");
}
if (_uiManager == null) {
Debug.LogError("The UI Manager is NULL.");
}
if (_audioSource == null) {
Debug.LogError("AudioSource on the player is NULL.");
} else {
_audioSource.clip = _laserSFX;
}
}
void Update() {
PlayerController();
}
void PlayerController() {
// Input
float horizontalInput = Input.GetAxis("Horizontal");
float verticalInput = Input.GetAxis("Vertical");
// Movement
transform.Translate(Vector3.right * horizontalInput * _speed * Time.deltaTime);
transform.Translate(Vector3.up * verticalInput * _speed * Time.deltaTime);
// Position manager
transform.position = new Vector3(transform.position.x, Mathf.Clamp(transform.position.y, -3.8f, 4.5f), 0);
if (transform.position.x > 11.25f) {
transform.position = new Vector3(-11.25f, transform.position.y, 0);
}
else if (transform.position.x < -11.25f) {
transform.position = new Vector3 (11.25f, transform.position.y, 0);
}
// Fire
if (Input.GetKeyDown(KeyCode.Space) && Time.time > _canFire && !_isDead) {
Fire();
}
// Pause
if (Input.GetKeyDown(KeyCode.Escape)) {
_gameManager.PauseGame();
_uiManager.PauseScreen();
}
}
void Fire() {
// Cooldown calculation
_canFire = Time.time + _fireRate;
// Instantiates 1.2 meters above player
if (!tripleShotIsActive) {
Instantiate(_laserPrefab, transform.position + new Vector3 (0, 1.2f, 0), Quaternion.identity);
}
else {
Instantiate(_tripleShotPrefab, transform.position, Quaternion.identity);
}
_audioSource.Play();
}
IEnumerator NextLife() {
yield return new WaitForSeconds(2);
int i;
transform.position = new Vector3(0, 0, 0);
_isDead = false;
for (i = 0 ; i < 15 ; i++) {
yield return new WaitForSeconds(0.2f);
if (i % 2 == 0) {
_shipSpriteRenderer.enabled = true;
_trailSpriteRenderer.enabled = true;
} else {
_shipSpriteRenderer.enabled = false;
_trailSpriteRenderer.enabled = false;
}
}
_shipCollider.enabled = true;
}
public void Damage() {
if (shieldIsActive) {
shieldIsActive = false;
_shieldVisualizer.SetActive(false);
return;
}
// THE CODE HALTS HERE IF THE PLAYER HAS A SHIELD //
_shipCollider.enabled = false;
_isDead = true;
Instantiate(_explosionPrefab, transform.position, Quaternion.identity);
_lives--;
_uiManager.UpdateLives(_lives);
_spawnManager.OnPlayerDeath(_lives);
if (_lives < 1) {
Destroy(this.gameObject);
} else {
_shipSpriteRenderer.enabled = false;
_trailSpriteRenderer.enabled = false;
StartCoroutine(NextLife());
}
}
private void OnTriggerEnter2D(Collider2D other) {
if (other.gameObject.CompareTag("EnemyLaser")) {
Damage();
Destroy(other.gameObject);
}
}
public void TripleShotActive() {
tripleShotIsActive = true;
StartCoroutine(TripleShotPowerdownRoutine());
}
public void SpeedActive() {
speedIsActive = true;
_speed *= _speedBoost;
StartCoroutine(SpeedPowerdownRoutine());
}
public void ShieldActive() {
shieldIsActive = true;
_shieldVisualizer.SetActive(true);
}
IEnumerator TripleShotPowerdownRoutine() {
yield return new WaitForSeconds(_powerupTimerDuration);
tripleShotIsActive = false;
}
IEnumerator SpeedPowerdownRoutine() {
yield return new WaitForSeconds(_powerupTimerDuration);
speedIsActive = false;
_speed /= _speedBoost;
}
public void AddScore(int points) {
_score += points;
_uiManager.UpdateScore(_score);
}
}