90 lines
3 KiB
C#
90 lines
3 KiB
C#
using UnityEngine;
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using UnityEngine.InputSystem;
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namespace Level2 {
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public class PlayerMovement2 : PlayerStats {
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[Header("Shooting")]
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[SerializeField] Bullet2 bullet;
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[SerializeField] Transform shootingPos;
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[Header("Physics")]
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[SerializeField] LayerMask groundMask;
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[SerializeField] Vector2 feetSize;
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float _horizontalInput;
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float _xVelocity;
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float _accelerationVelocity;
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bool _grounded;
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int _facingDirection = 1;
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PlayerInput _playerInput;
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[Header("Animations")]
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[SerializeField] Animator animator;
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public Animator Animator => animator;
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public static readonly int Jump1 = Animator.StringToHash("Jump");
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static readonly int XVelocity = Animator.StringToHash("xVelocity");
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static readonly int YVelocity = Animator.StringToHash("yVelocity");
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static readonly int Grounded = Animator.StringToHash("Grounded");
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void Awake() {
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_playerInput = new PlayerInput();
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_playerInput.Gameplay.Horizontal.started += HorizontalHandler;
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_playerInput.Gameplay.Horizontal.performed += HorizontalHandler;
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_playerInput.Gameplay.Horizontal.canceled += HorizontalHandler;
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_playerInput.Gameplay.Jump.performed += Jump;
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_playerInput.Gameplay.Fire.performed += Fire;
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}
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void Jump(InputAction.CallbackContext obj) {
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if (!_grounded) return;
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Rb.velocity = new Vector2(Rb.velocity.x, jumpForce);
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animator.SetTrigger(Jump1);
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}
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void Fire(InputAction.CallbackContext obj) {
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Bullet2 bullet2 = Instantiate(bullet, shootingPos.position, Quaternion.identity);
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bullet2.AddForce(_facingDirection);
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}
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void HorizontalHandler(InputAction.CallbackContext obj) {
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_horizontalInput = obj.ReadValue<float>();
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_facingDirection = _horizontalInput > 0 ? 1 : _horizontalInput < 0 ? -1 : _facingDirection;
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transform.localScale = new Vector3(_facingDirection, 1, 1);
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}
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void OnEnable() {
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_playerInput.Enable();
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}
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void OnDisable() {
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_playerInput.Disable();
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}
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// Update is called once per frame
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void Update() {
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animator.SetFloat(XVelocity, Mathf.Abs(_horizontalInput * speed));
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animator.SetFloat(YVelocity, Rb.velocity.y);
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animator.SetBool(Grounded, _grounded);
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}
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void FixedUpdate() {
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_grounded = Physics2D.OverlapBox(transform.position, feetSize, 0, groundMask);
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_xVelocity = Rb.velocity.x;
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_xVelocity = Mathf.SmoothDamp(_xVelocity, _horizontalInput * speed, ref _accelerationVelocity,
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acceleration);;
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Rb.velocity = new Vector2(_xVelocity, Rb.velocity.y);
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}
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void OnDrawGizmos() {
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Gizmos.color = Color.red;
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Gizmos.DrawWireCube(transform.position, feetSize);
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}
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}
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}
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