Recerca-Cerdanya-Talk/Assets/Scripts/Level 18/PlayerMovement18.cs
Gerard Gascón 436dd245aa Finished
2023-08-23 18:27:33 +02:00

143 lines
4.9 KiB
C#

using UnityEngine;
using UnityEngine.InputSystem;
namespace Level18 {
public class PlayerMovement18 : PlayerStats {
[Header("Shooting")]
[SerializeField] Bullet18 bullet;
[SerializeField] Transform shootingPos;
[Header("Physics")]
[SerializeField] LayerMask groundMask;
[SerializeField] Vector2 feetSize;
float _horizontalInput;
float _xVelocity, _accelerationVelocity;
float _currentCoyoteTime, _currentBufferTime;
bool _grounded;
float _facingDirectionVelocity;
public int Bullets { set; get; }
int _facingDirection = 1;
PlayerInput _playerInput;
[Header("Animations")]
[SerializeField] Animator animator;
[SerializeField] Animator bounceAnimator;
[Header("Particles")]
[SerializeField] ParticleSystem runningParticles;
[SerializeField] ParticleSystem jumpParticles;
public Animator Animator => animator;
public Animator BounceAnimator => bounceAnimator;
public static readonly int Jump1 = Animator.StringToHash("Jump");
static readonly int XVelocity = Animator.StringToHash("xVelocity");
static readonly int YVelocity = Animator.StringToHash("yVelocity");
static readonly int Grounded = Animator.StringToHash("Grounded");
public static readonly int Bounce = Animator.StringToHash("Bounce");
public static PlayerMovement18 instance;
void Awake() {
instance = this;
_playerInput = new PlayerInput();
_playerInput.Gameplay.Horizontal.started += HorizontalHandler;
_playerInput.Gameplay.Horizontal.performed += HorizontalHandler;
_playerInput.Gameplay.Horizontal.canceled += HorizontalHandler;
_playerInput.Gameplay.Jump.started += Jump;
_playerInput.Gameplay.Jump.canceled += Jump;
_playerInput.Gameplay.Fire.performed += Fire;
}
void Jump(InputAction.CallbackContext obj) {
if (obj.started) {
_currentBufferTime = bufferTime;
}else if (obj.canceled) {
if (Rb.velocity.y < 0f) return;
Rb.velocity = new Vector2(Rb.velocity.x, Rb.velocity.y * jumpCancellationMultiplier);
}
}
void Fire(InputAction.CallbackContext obj) {
if (Bullets >= maxBullets) return;
Bullet18 bullet18 = Instantiate(bullet, shootingPos.position, Quaternion.identity);
bullet18.AddForce(_facingDirection);
}
void HorizontalHandler(InputAction.CallbackContext obj) {
_horizontalInput = obj.ReadValue<float>();
_facingDirection = _horizontalInput > 0 ? 1 : _horizontalInput < 0 ? -1 : _facingDirection;
}
void OnEnable() {
_playerInput.Enable();
}
void OnDisable() {
_playerInput.Disable();
}
// Update is called once per frame
void Update() {
float xScale = Mathf.SmoothDamp(transform.localScale.x, _facingDirection, ref _facingDirectionVelocity,
.1f);
transform.localScale = new Vector3(xScale, 1, 1);
animator.SetFloat(XVelocity, Mathf.Abs(_xVelocity));
bounceAnimator.SetFloat(XVelocity, Mathf.Abs(_xVelocity));
animator.SetFloat(YVelocity, Rb.velocity.y);
animator.SetBool(Grounded, _grounded);
bounceAnimator.SetBool(Grounded, _grounded);
if (_currentBufferTime > 0f && _currentCoyoteTime > 0f) {
Rb.velocity = new Vector2(Rb.velocity.x, jumpForce);
animator.SetTrigger(Jump1);
bounceAnimator.SetTrigger(Bounce);
Instantiate(jumpParticles, transform);
_currentBufferTime = _currentCoyoteTime = 0f;
}
_currentCoyoteTime -= Time.deltaTime;
_currentBufferTime -= Time.deltaTime;
}
void FixedUpdate() {
bool grounded = Physics2D.OverlapBox(transform.position, feetSize, 0, groundMask);
if (!_grounded && grounded) {
bounceAnimator.SetTrigger(Bounce);
}
_grounded = grounded;
if (_grounded && Rb.velocity.y < .1f)
_currentCoyoteTime = coyoteTime;
_xVelocity = Rb.velocity.x;
_xVelocity = Mathf.SmoothDamp(_xVelocity, _horizontalInput * speed, ref _accelerationVelocity,
acceleration);
Rb.velocity = new Vector2(_xVelocity, Rb.velocity.y);
if(Mathf.Abs(_xVelocity) > 1f && grounded)
runningParticles.Play();
else
runningParticles.Stop();
}
void OnDrawGizmos() {
Gizmos.color = Color.red;
Gizmos.DrawWireCube(transform.position, feetSize);
}
}
}