using System.Collections; using System.Collections.Generic; using UnityEngine; public class Player : Entity { public int exp; public int level; void Update() { CheckForMovementInput(); } void CheckForMovementInput() { bool hasMoved = false; if (Input.GetKeyDown(KeyCode.A)) { if (map.CanMoveTo(MapPosition + Vector2Int.left)) { transform.Translate(Vector3.left); hasMoved = true; spriteRenderer.flipX = false; } } else if (Input.GetKeyDown(KeyCode.D)) { if (map.CanMoveTo(MapPosition + Vector2Int.right)) { transform.Translate(Vector3.right); hasMoved = true; spriteRenderer.flipX = true; } } else if (Input.GetKeyDown(KeyCode.W)) { if (map.CanMoveTo(MapPosition + Vector2Int.up)) { transform.Translate(Vector3.up); hasMoved = true; } } else if (Input.GetKeyDown(KeyCode.S)) { if (map.CanMoveTo(MapPosition + Vector2Int.down)) { transform.Translate(Vector3.down); hasMoved = true; } } if(hasMoved) { //Check for pickuppable items List entities = turnHandler.GetEntityAtPosition(MapPosition); foreach(Entity entity in entities) { if(entity is Item) { Item item = entity as Item; item.OnPickup(this); } } //Turn happens! turnHandler.OnTurn(); } } }