80 lines
2.4 KiB
C#
80 lines
2.4 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Serialization;
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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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[SerializeField, Range(0f, .5f)] float acceleration = .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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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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void Awake() {
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_rb2d = GetComponent<Rigidbody2D>();
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}
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void Update() {
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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 => 1,
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< 0f => -1,
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_ => _facingDirection
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};
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Vector3 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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if (_isGrounded && _rb2d.velocity.y <= 0f) _coyoteTime = coyoteTime;
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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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_rb2d.velocity = new Vector2(Mathf.SmoothDamp(_rb2d.velocity.x, _input.x * speed, ref _xVelocity, acceleration), _rb2d.velocity.y);
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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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_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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}
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