Foerming/Assets/Scripts/Animal.cs
d-hain 7382561f01 added StardewValley Fence Sprites
you can now place and buy fences
Fences have a collider
2022-06-16 23:26:36 +02:00

64 lines
No EOL
2.1 KiB
C#

using System;
using System.Collections;
using DefaultNamespace;
using UnityEngine;
using Object = System.Object;
using Random = UnityEngine.Random;
public class Animal : MonoBehaviour {
private Rigidbody2D _rigidbody;
private SpriteRenderer _spriteRenderer;
private Sprite _animalSprite;
private Animator _animator;
private int _animMoveID;
public Sprite AnimalSprite => _animalSprite;
public Item producedItem;
public int movementSpeed;
private void Start() {
_rigidbody = gameObject.GetComponent<Rigidbody2D>();
_spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
_animalSprite = _spriteRenderer.GetComponent<Sprite>();
_animator = gameObject.GetComponent<Animator>();
_animMoveID = Animator.StringToHash("moving");
// Move the Animal in any random direction every 1-5s
InvokeRepeating(nameof(MoveInRandomDirection), 2f, Random.Range(1f, 5f));
}
// Moves the Animal in any random direction for a random amount of time
private void MoveInRandomDirection() {
IEnumerator Move() {
float randTime = Random.Range(0.5f, 1f);
_rigidbody.rotation = 0f;
Vector2 direction = new Vector2(
Random.Range(-1f, 1f),
Random.Range(-1f, 1f));
direction.Normalize();
// Flip sprite in moving Direction
if(direction.x > 0) {
_spriteRenderer.flipX = true;
}else if(direction.x < 0) {
_spriteRenderer.flipX = false;
}
_rigidbody.velocity = movementSpeed * direction;
_animator.SetBool(_animMoveID, true);
yield return new WaitForSeconds(randTime);
_rigidbody.velocity = new Vector2(0f, 0f);
_animator.SetBool(_animMoveID, false);
}
StartCoroutine(Move());
}
private void OnMouseDown() {
//TODO: TEMP!!!!
Destroy(gameObject);
ActionInvoker.InvokeAction(gameObject, PlayerController.instance.SelectedItem);
}
}