216 lines
6.3 KiB
C#
216 lines
6.3 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Cinemachine;
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using DG.Tweening;
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using MyBox;
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using SimpleTools.AudioManager;
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using SimpleTools.Cinemachine;
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using SimpleTools.SceneManagement;
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using UnityEngine;
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using UnityEngine.Serialization;
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using UnityEngine.UI;
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public class PlayerController : MonoBehaviour {
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[Header("Stats")]
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[SerializeField] float speed = 50f;
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float _currentSpeed;
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[SerializeField, Range(0f, 2f)] float acceleration = .1f;
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[SerializeField, Range(0f, 2f)] float airAcceleration = .1f;
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[SerializeField, Range(0f, 2f)] float iceAcceleration = .1f;
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[SerializeField, Range(0f, .5f)] float flipSmooth = .1f;
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[SerializeField] float jumpForce = 10f;
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[SerializeField, Range(0f, 1f)] float gradualJumpMultiplier = .5f;
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[Space]
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[SerializeField] LayerMask iceMask;
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bool _onIce;
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Vector2 _input;
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float _xVelocity, _flipVelocity;
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int _facingDirection = 1;
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bool _cancelJump;
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Rigidbody2D _rb2d;
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[Header("Jump Management")]
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[SerializeField] LayerMask groundMask;
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[SerializeField, Range(0f, 1f)] float feetHeight;
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[SerializeField, Range(0f, 2f)] float feetWidth;
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[SerializeField] Transform feetPos;
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bool _isGrounded;
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[SerializeField, Range(0f, .5f)] float coyoteTime;
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float _coyoteTime;
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[SerializeField, Range(0f, .5f)] float jumpBuffer;
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float _jumpBuffer;
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[Header("Camera")]
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[SerializeField, OverrideLabel("vCam")] CinemachineVirtualCamera vCam;
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Transform _cameraTarget;
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Animator _anim;
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static readonly int Speed = Animator.StringToHash("Speed");
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static readonly int Grounded = Animator.StringToHash("Grounded");
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static readonly int Die = Animator.StringToHash("Die");
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bool _dead;
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void Awake() {
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_rb2d = GetComponent<Rigidbody2D>();
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_anim = GetComponent<Animator>();
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_defaultGravity = _rb2d.gravityScale;
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//_cameraTarget = new GameObject("Camera Target").transform;
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//vCam.m_Follow = _cameraTarget;
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_currentSpeed = speed;
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PlayerPrefs.SetInt("OrbsFound", 0);
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}
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Coroutine _stepsRoutine;
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IEnumerator Steps() {
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while (true) {
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yield return new WaitForSeconds(.25f);
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AudioManager.instance.PlayOneShot("Pasos");
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}
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}
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void Update() {
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Vector3 localScale;
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if (_dead) {
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localScale = transform.localScale;
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localScale = new Vector3(Mathf.SmoothDamp(localScale.x, _facingDirection, ref _flipVelocity, flipSmooth),
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localScale.y, localScale.z);
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transform.localScale = localScale;
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return;
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}
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_input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
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_facingDirection = _input.x switch {
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> 0f => _controlsDirection,
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< 0f => -_controlsDirection,
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_ => _facingDirection
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};
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localScale = transform.localScale;
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localScale = new Vector3(Mathf.SmoothDamp(localScale.x, _facingDirection, ref _flipVelocity, flipSmooth),
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localScale.y, localScale.z);
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transform.localScale = localScale;
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_isGrounded = Physics2D.OverlapBox(feetPos.position, new Vector2(feetWidth, feetHeight), 0f, groundMask);
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_onIce = Physics2D.OverlapBox(feetPos.position, new Vector2(feetWidth, feetHeight), 0f, iceMask);
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_anim.SetBool(Grounded, _isGrounded);
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if (_isGrounded && _rb2d.velocity.y <= 0f) _coyoteTime = coyoteTime;
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if (_isGrounded) {
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switch (Mathf.Abs(_input.x)) {
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case > 0f when _stepsRoutine == null:
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_stepsRoutine = StartCoroutine(Steps());
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break;
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case 0f when _stepsRoutine != null:
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StopCoroutine(_stepsRoutine);
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_stepsRoutine = null;
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break;
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}
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}else if (_stepsRoutine != null) {
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StopCoroutine(_stepsRoutine);
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_stepsRoutine = null;
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}
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if (Input.GetKeyDown(KeyCode.Space)) _jumpBuffer = jumpBuffer;
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if (Input.GetKeyUp(KeyCode.Space)) _cancelJump = true;
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_jumpBuffer -= Time.deltaTime;
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_coyoteTime -= Time.deltaTime;
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}
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void FixedUpdate() {
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if (_dead) return;
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if (_onIce) {
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_rb2d.velocity = new Vector2(Mathf.SmoothDamp(_rb2d.velocity.x, _input.x * _currentSpeed * _controlsDirection, ref _xVelocity, iceAcceleration), _rb2d.velocity.y);
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}else if (_isGrounded) {
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_rb2d.velocity = new Vector2(Mathf.SmoothDamp(_rb2d.velocity.x, _input.x * _currentSpeed * _controlsDirection, ref _xVelocity, acceleration), _rb2d.velocity.y);
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} else {
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_rb2d.velocity = new Vector2(Mathf.SmoothDamp(_rb2d.velocity.x, _input.x * _currentSpeed * _controlsDirection, ref _xVelocity, airAcceleration), _rb2d.velocity.y);
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}
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_anim.SetFloat(Speed, Mathf.Abs(_rb2d.velocity.x));
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if (_coyoteTime > 0f && _jumpBuffer > 0f) {
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_rb2d.velocity = new Vector2(_rb2d.velocity.x, 0f);
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_rb2d.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);
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AudioManager.instance.PlayOneShot("Jump");
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_coyoteTime = _jumpBuffer = 0f;
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}
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if (_cancelJump) {
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if(_rb2d.velocity.y > 0f) _rb2d.velocity = new Vector2(_rb2d.velocity.x, _rb2d.velocity.y * gradualJumpMultiplier);
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_cancelJump = false;
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}
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}
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void OnDrawGizmosSelected() {
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Gizmos.color = Color.red;
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if (feetPos) Gizmos.DrawWireCube(feetPos.position, new Vector3(feetWidth, feetHeight));
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}
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void OnTriggerEnter2D(Collider2D col) {
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if (col.CompareTag("Ghost")) {
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Kill(col.GetComponent<GhostController>());
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}else if (col.CompareTag("Orb")) {
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AudioManager.instance.PlayOneShot("Orbe");
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PlayerPrefs.SetInt("OrbsFound", PlayerPrefs.GetInt("OrbsFound", 0) + 1);
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Destroy(col.gameObject);
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}else if (col.CompareTag("Door")) {
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StartCoroutine(Win(FindObjectOfType<GhostController>()));
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}
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}
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bool _won;
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[SerializeField] Image fadeImage;
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IEnumerator Win(GhostController ghost) {
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if (_dead || _won) yield break;
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_won = true;
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ghost.Kill();
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if(_stepsRoutine != null) StopCoroutine(_stepsRoutine);
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fadeImage.DOFade(1, 1f);
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yield return new WaitForSeconds(1f);
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AudioManager.instance.FadeOut("Viento", 1f);
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Loader.Load(3);
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}
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[SerializeField] CanvasGroup group;
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public void Kill(GhostController ghost) {
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if (_dead || _won) return;
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AudioManager.instance.PlayOneShot("Congela");
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ghost.Kill();
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if(_stepsRoutine != null) StopCoroutine(_stepsRoutine);
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group.DOFade(1, 1f);
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group.interactable = true;
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GameManager.instance.DisableManager();
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_anim.SetTrigger(Die);
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_dead = true;
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ScreenShake.Shake(20f, .5f);
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}
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#region OrbEffects
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int _controlsDirection = 1;
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public void InvertControls(bool inverted) {
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_controlsDirection = inverted ? -1 : 1;
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}
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float _defaultGravity;
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public void ChangeGravity(float gravity) {
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_rb2d.gravityScale = gravity;
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}
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public void ResetGravity() {
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_rb2d.gravityScale = _defaultGravity;
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}
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#endregion
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}
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