using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Player : MonoBehaviour
{
public float speed;
public float increment;
public float maxY;
public float minY;
private Vector2 targetPos;
public int health;
public GameObject moveEffect;
public Animator camAnim;
public Text healthDisplay;
public GameObject spawner;
public GameObject restartDisplay;
public GameObject Interface;
public GameObject ScoreManager;
public GameObject UpMoveSound;
public GameObject DownMoveSound;
private void Update()
{
if (health <= 0)
{
spawner.SetActive(false);
Interface.SetActive(false);
ScoreManager.SetActive(false);
restartDisplay.SetActive(true);
Destroy(gameObject);
}
healthDisplay.text = health.ToString();
transform.position = Vector2.MoveTowards(transform.position, targetPos, speed * Time.deltaTime);
if (Input.GetKeyDown(KeyCode.UpArrow))
{
Up();
}
else if (Input.GetKeyDown(KeyCode.DownArrow))
{
Down();
}
}
public void Up()
{
if (transform.position.y < maxY)
{
Instantiate(UpMoveSound, transform.position, Quaternion.identity);
camAnim.SetTrigger("shake");
Instantiate(moveEffect, transform.position, Quaternion.identity);
targetPos = new Vector2(transform.position.x, transform.position.y + increment);
}
}
public void Down()
{
if (transform.position.y > minY)
{
Instantiate(DownMoveSound, transform.position, Quaternion.identity);
camAnim.SetTrigger("shake");
Instantiate(moveEffect, transform.position, Quaternion.identity);
targetPos = new Vector2(transform.position.x, transform.position.y - increment);
}
}
}