fixing fire system

This commit is contained in:
2023-06-28 22:53:31 +03:00
parent 251308ce6a
commit dc770b49af
10 changed files with 260 additions and 41 deletions
+10 -7
View File
@@ -7,13 +7,13 @@ public class Player : Character
[SerializeField]
private GameObject _hammerPrefab;
private int _hammerSpeed=10;
private int _hammerSpeed = 10;
private int _totalCoins = 0;
private bool _hasKey = false;
public static Player Instance { get; private set; }
private GameObject _hammer;
private void Awake()
{
@@ -29,7 +29,6 @@ public class Player : Character
DontDestroyOnLoad(gameObject);
}
public void AddCoin()
{
_totalCoins++;
@@ -39,7 +38,7 @@ public class Player : Character
public void SetKey()
{
print($"player have key");
_hasKey =true;
_hasKey = true;
}
public void RemoveKey()
@@ -54,10 +53,14 @@ public class Player : Character
private void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
if (Input.GetKeyDown(KeyCode.Space) && !_isFalling)
{
var hammer = Instantiate(_hammerPrefab, _hammerSpawnPoint.position, _hammerSpawnPoint.rotation);
hammer.GetComponent<Rigidbody2D>().velocity = new Vector2(gameObject.transform.localScale.x * _hammerSpeed,0);
if (_hammer == null)
{
_hammer = Instantiate(_hammerPrefab, _hammerSpawnPoint.position, _hammerSpawnPoint.rotation);
_hammer.transform.localScale = new Vector2(_hammer.transform.localScale.x * (_facingRight ? 1 : -1), _hammer.transform.localScale.y);
_hammer.GetComponent<Rigidbody2D>().velocity = new Vector2(gameObject.transform.localScale.x * _hammerSpeed, 0);
}
}
base.MoveTo(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
}