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PlayerItems.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerItems : MonoBehaviour
{
[Header("Max Health/Item Counts")]
[SerializeField] int maxEnergy = 99;
[SerializeField] int maxMissiles = 0;
[SerializeField] int maxSuperMissiles = 0;
[SerializeField] int maxPowerBombs = 0;
[Header("Current Health/Item Counts")]
[SerializeField] int energy = 99;
[SerializeField] int missiles = 0;
[SerializeField] int superMissiles = 0;
[SerializeField] int powerBombs = 0;
[Header("Item Acquisitions")]
[SerializeField] bool hasMorphBall;
[SerializeField] bool hasMorphBallBombs;
[SerializeField] bool hasHighJump;
[SerializeField] bool hasGrappleBeam;
[SerializeField] bool hasIceBeam;
[SerializeField] bool hasWaveBeam;
[SerializeField] bool hasPlasmaBeam;
[SerializeField] AudioClip itemSound;
[SerializeField] AudioClip enterSound;
[SerializeField] AudioClip powerBeamSound;
[SerializeField] AudioClip missileSound;
[SerializeField] AudioClip superMissileSound;
[SerializeField] [Range(0, 1)] float itemSoundVolume = 0.25f;
[SerializeField] [Range(0, 1)] float shootSoundVolume = 1f;
MusicPlayer musicPlayer;
bool readyForStatsUpdate;
TextItem itemText;
void Awake()
{
}
// Start is called before the first frame update
void Start()
{
readyForStatsUpdate = false;
StartCoroutine(AdaptPlayerStats());
itemText = FindObjectOfType<TextItem>();
itemText.gameObject.SetActive(false);
//AudioSource.PlayClipAtPoint(enterSound, Camera.main.transform.position, itemSoundVolume);
//StartCoroutine(GamePause());
}
// Update is called once per frame
void Update()
{
Die();
if (energy > maxEnergy) { energy = maxEnergy; }
if (missiles > maxMissiles) { missiles = maxMissiles; }
if (superMissiles > maxSuperMissiles) { superMissiles = maxSuperMissiles; }
if (powerBombs > maxPowerBombs) { powerBombs = maxPowerBombs; }
if (hasHighJump) { }
}
private void OnTriggerEnter2D(Collider2D collider)
{
if (collider.GetComponent<Collider2D>().gameObject.layer == LayerMask.NameToLayer("Item"))
{
if (collider.gameObject.name == "Energy Item") { maxEnergy += 100;energy = maxEnergy; }
else if (collider.gameObject.name == "Missile Item") { maxMissiles += 5; missiles += 5; }
else if (collider.gameObject.name == "Super Missile Item") { maxSuperMissiles += 5; superMissiles += 5; }
else if (collider.gameObject.name == "Power Bomb Item") { maxPowerBombs += 5; powerBombs += 5; }
else if (collider.gameObject.name == "Morph Ball Item") { hasMorphBall = true; }
else if (collider.gameObject.name == "Morph Ball Bombs Item") { hasMorphBallBombs = true; }
else if (collider.gameObject.name == "High Jump Item") { hasHighJump = true; }
else if (collider.gameObject.name == "Ice Beam Item") { hasIceBeam = true; }
else if (collider.gameObject.name == "Wave Beam Item") { hasWaveBeam = true; }
else if (collider.gameObject.name == "Plasma Beam Item") { hasPlasmaBeam = true; }
else if (collider.gameObject.name == "Energy Pickup(Clone)") { energy += (int)(collider.gameObject.transform.localScale.x * 50) ; }
else if (collider.gameObject.name == "Missile Pickup(Clone)") { missiles += 2; }
else if (collider.gameObject.name == "Super Missile Pickup(Clone)") { superMissiles += 1; }
else if (collider.gameObject.name == "Power Bomb Pickup(Clone)") { powerBombs += 2; }
if (collider.GetComponent<Item>() != null) { collider.GetComponent<Item>().Remove(); }
Destroy(collider.gameObject);
Debug.Log(collider.gameObject.name.Substring(collider.gameObject.name.Length-7));
if (collider.gameObject.name.Substring(collider.gameObject.name.Length-7)!="(Clone)") { AudioSource.PlayClipAtPoint(itemSound, Camera.main.transform.position, itemSoundVolume); StartCoroutine(GamePause(collider.gameObject.name)); }
}
}
public void UseProjectile(int projectileType)
{
if (projectileType == 1) { missiles--; AudioSource.PlayClipAtPoint(missileSound, Camera.main.transform.position, shootSoundVolume); }
else if (projectileType == 2) { superMissiles--; AudioSource.PlayClipAtPoint(superMissileSound , Camera.main.transform.position, shootSoundVolume); }
else if (projectileType == 3) { powerBombs--; AudioSource.PlayClipAtPoint(powerBeamSound, Camera.main.transform.position, shootSoundVolume); }
else { AudioSource.PlayClipAtPoint(powerBeamSound, Camera.main.transform.position, shootSoundVolume); }
}
private void Die()
{
if (energy <= 0)
{
energy = 0;
Debug.Log("You died");
}
}
IEnumerator GamePause(string name)
{
itemText.gameObject.SetActive(true);
itemText.MakeText(name);
Time.timeScale = 0.001f;
musicPlayer.Pause();
yield return new WaitForSeconds(0.007f);
Time.timeScale = 1f;
itemText.gameObject.SetActive(false);
musicPlayer.Play();
}
IEnumerator AdaptPlayerStats()
{
yield return new WaitForSeconds(0.01f);
GameManager gc = FindObjectOfType<GameManager>();
musicPlayer = FindObjectOfType<MusicPlayer>();
maxEnergy = gc.GetMaxEnergy();
maxMissiles = gc.GetMaxMissiles();
maxSuperMissiles = gc.GetMaxSuperMissiles();
maxPowerBombs = gc.GetMaxPowerBombs();
energy = gc.GetEnergy();
missiles = gc.GetMissiles();
superMissiles = gc.GetSuperMissiles();
powerBombs = gc.GetPowerBombs();
hasMorphBall = gc.GetHasMorphBall();
hasMorphBallBombs = gc.GetHasMorphBallBombs();
hasHighJump = gc.GetHasHighJump();
hasGrappleBeam = gc.GetHasGrappleBeam();
hasIceBeam = gc.GetHasIceBeam();
hasWaveBeam = gc.GetHasWaveBeam();
hasPlasmaBeam = gc.GetHasPlasmaBeam();
readyForStatsUpdate = true;
}
public bool GetIsReadyForStatsUpdate() { return readyForStatsUpdate; }
//GETTERS (MAX)
public int GetMaxEnergy() { return maxEnergy; }
public int GetMaxMissiles() { return maxMissiles; }
public int GetMaxSuperMissiles() { return maxSuperMissiles; }
public int GetMaxPowerBombs() { return maxPowerBombs; }
//GETTERS (CONDITIONS)
public bool GetHasMorphBall() { return hasMorphBall; }
public bool GetHasMorphBallBombs() { return hasMorphBallBombs; }
public bool GetHasHighJump() { return hasHighJump; }
public bool GetHasGrappleBeam() { return hasGrappleBeam; }
public bool GetHasIceBeam() { return hasIceBeam; }
public bool GetHasWaveBeam() { return hasWaveBeam; }
public bool GetHasPlasmaBeam() { return hasPlasmaBeam; }
//GETTERS (CURRENT)
public int GetEnergy() { return energy; }
public int GetMissiles() { return missiles; }
public int GetSuperMissiles() { return superMissiles; }
public int GetPowerBombs() { return powerBombs; }
//SETTERS
public void SetEnergy(int newEnergy){energy = newEnergy;}
}