blocking in some more tile stuff!

This commit is contained in:
allylikesfrogs
2023-05-06 12:25:29 -07:00
parent 075b140ac1
commit 09758c732c
4 changed files with 95751 additions and 1061 deletions

View File

@@ -68,8 +68,7 @@ public class PlayerMovement : MonoBehaviour
[HideInInspector] private GameUIController gameUI;
#endregion
private void Awake()
{
private void Awake() {
RB = GetComponent<Rigidbody2D>();
playerBehavior = this.gameObject.GetComponent<PlayerBehavior>();
grapplingRope = playerBehavior.grapplingRope;
@@ -80,35 +79,28 @@ public class PlayerMovement : MonoBehaviour
trumpetAnimationObject.SetActive(false);
}
private void Start()
{
private void Start() {
SetGravityScale(Data.gravityScale);
IsFacingRight = true;
tempFallSpeed = Data.maxFallSpeed;
}
void OnMove(InputValue value)
{
if (playerBehavior.playerIsAlive)
{
void OnMove(InputValue value) {
if (playerBehavior.playerIsAlive) {
this._moveInput = value.Get<Vector2>();
}
else
{
else {
this._moveInput = Vector2.zero;
}
}
void OnJump()
{
if (playerBehavior.playerIsAlive)
{
void OnJump() {
if (playerBehavior.playerIsAlive) {
OnJumpInput();
}
}
private void Update()
{
private void Update() {
unlockedTrumpet = StateController.Instance.HasTrumpet();
#region TIMERS
LastOnGroundTime -= Time.deltaTime;
@@ -117,36 +109,29 @@ public class PlayerMovement : MonoBehaviour
#endregion
#region COLLISION CHECKS
if (!IsJumping)
{
if (!IsJumping) {
//Ground Check
if (IsGrounded()) //checks if set box overlaps with ground
{
if (IsGrounded()) {
//checks if set box overlaps with ground
LastOnGroundTime = Data.coyoteTime; //if so sets the lastGrounded to coyoteTime
if (unlockedTrumpet)
{
if (unlockedTrumpet) {
trumpet = 1;
gameUI.ToggleTrumpet(true);
}
else
{
else {
trumpet = -1;
}
wasGrappling = false;
isRegFalling = false;
}
else
{
else {
// print("not jumping");
if (!_isJumpFalling && !isRegFalling)
{
if (unlockedTrumpet)
{
if (!_isJumpFalling && !isRegFalling) {
if (unlockedTrumpet) {
trumpet = 1;
gameUI.ToggleTrumpet(true);
}
else
{
else {
trumpet = -1;
}
isRegFalling = true;
@@ -156,15 +141,13 @@ public class PlayerMovement : MonoBehaviour
#endregion
#region JUMP CHECKS
if (IsJumping && RB.velocity.y <= 0)
{
if (IsJumping && RB.velocity.y <= 0) {
IsJumping = false;
// print("isJumping " + IsJumping);
_isJumpFalling = true;
}
if (LastOnGroundTime > 0 && !IsJumping)
{
if (LastOnGroundTime > 0 && !IsJumping) {
_isJumpCut = false;
if (!IsJumping)
@@ -173,8 +156,7 @@ public class PlayerMovement : MonoBehaviour
//Jump
if (CanJump() && LastPressedJumpTime > 0)
{
if (CanJump() && LastPressedJumpTime > 0) {
IsJumping = true;
_isJumpCut = false;
_isJumpFalling = false;
@@ -185,29 +167,25 @@ public class PlayerMovement : MonoBehaviour
Jump();
// determine if trumpet jump
if (!IsGrounded() && in_range && trumpet > 0 && !inCoyoteTime)
{
if (!IsGrounded() && in_range && trumpet > 0 && !inCoyoteTime) {
StartCoroutine(ActivateTrumpetSprite());
gameObject.transform.Find("Trumpet").GetComponent<AudioSource>().Play();
enemy.GetComponent<EnemyPatrol>().DefeatEnemy();
enemy = null;
in_range = false;
}
else if (!IsGrounded() && !in_range && trumpet > 0 && !inCoyoteTime)
{
else if (!IsGrounded() && !in_range && trumpet > 0 && !inCoyoteTime) {
trumpet -= 1;
}
// check if double jump, play sound
if (trumpet == 0)
{
if (trumpet == 0) {
StartCoroutine(ActivateTrumpetSprite());
gameObject.transform.Find("Trumpet").GetComponent<AudioSource>().Play();
}
}
// stop sound if needed
if (soundPlaying && (isRegFalling || IsJumping || _isJumpFalling))
{
if (soundPlaying && (isRegFalling || IsJumping || _isJumpFalling)) {
print("footsteps stop");
audioSource.Stop();
soundPlaying = false;
@@ -216,8 +194,7 @@ public class PlayerMovement : MonoBehaviour
#region GRAPPLE CHECKS
// set wasGrappling to true if the player starts grappling
if (grapplingRope.isGrappling)
{
if (grapplingRope.isGrappling) {
wasGrappling = true;
}
#endregion
@@ -228,49 +205,41 @@ public class PlayerMovement : MonoBehaviour
// {
// SetGravityScale(0);
// }
if (RB.velocity.y < 0 && _moveInput.y < 0)
{
if (RB.velocity.y < 0 && _moveInput.y < 0) {
//Much higher gravity if holding down
SetGravityScale(Data.gravityScale * Data.fastFallGravityMult);
//Caps maximum fall speed, so when falling over large distances we don't accelerate to insanely high speeds
RB.velocity = new Vector2(RB.velocity.x, Mathf.Max(RB.velocity.y, -Data.maxFastFallSpeed));
}
else if (_isJumpCut)
{
else if (_isJumpCut) {
//Higher gravity if jump button released
SetGravityScale(Data.gravityScale * Data.jumpCutGravityMult);
RB.velocity = new Vector2(RB.velocity.x, Mathf.Max(RB.velocity.y, -Data.maxFallSpeed));
}
else if ((IsJumping || _isJumpFalling) && Mathf.Abs(RB.velocity.y) < Data.jumpHangTimeThreshold)
{
else if ((IsJumping || _isJumpFalling) && Mathf.Abs(RB.velocity.y) < Data.jumpHangTimeThreshold) {
SetGravityScale(Data.gravityScale * Data.jumpHangGravityMult);
}
else if (RB.velocity.y < 0)
{
else if (RB.velocity.y < 0) {
//Higher gravity if falling
SetGravityScale(Data.gravityScale * Data.fallGravityMult);
//Caps maximum fall speed, so when falling over large distances we don't accelerate to insanely high speeds
RB.velocity = new Vector2(RB.velocity.x, Mathf.Max(RB.velocity.y, -Data.maxFallSpeed));
}
else
{
else {
//Default gravity if standing on a platform or moving upwards
SetGravityScale(Data.gravityScale);
}
#endregion
#region SOUND CHECKS
if (!IsJumping && !_isJumpFalling && !isRegFalling && _moveInput.x != 0)
{
if (!soundPlaying)
{
if (!IsJumping && !_isJumpFalling && !isRegFalling && _moveInput.x != 0) {
if (!soundPlaying) {
// print("footsteps PLAY");
audioSource.Play();
soundPlaying = true;
}
}
else if (soundPlaying && audioSource.clip.name == "footsteps")
{
else if (soundPlaying && audioSource.clip.name == "footsteps") {
// print("footsteps stop");
audioSource.Stop();
soundPlaying = false;
@@ -278,43 +247,38 @@ public class PlayerMovement : MonoBehaviour
#endregion
#region UPDATE UI
if (trumpet == 0)
{
if (trumpet == 0) {
gameUI.ToggleTrumpet(false);
}
#endregion
}
private void FixedUpdate()
{
private void FixedUpdate() {
Run(1);
}
#region INPUT CALLBACKS
//Methods which whandle input detected in Update()
public void OnJumpInput()
{
public void OnJumpInput() {
LastPressedJumpTime = Data.jumpInputBufferTime;
}
public void OnJumpUpInput()
{
if (CanJumpCut())
public void OnJumpUpInput() {
if (CanJumpCut()) {
_isJumpCut = true;
}
}
#endregion
#region GENERAL METHODS
public void SetGravityScale(float scale)
{
public void SetGravityScale(float scale) {
RB.gravityScale = scale;
}
#endregion
//MOVEMENT METHODS
#region RUN METHODS
private void Run(float lerpAmount)
{
private void Run(float lerpAmount) {
//Calculate the direction we want to move in and our desired velocity
float targetSpeed = _moveInput.x * Data.runMaxSpeed;
//We can reduce are control using Lerp() this smooths changes to are direction and speed
@@ -325,24 +289,20 @@ public class PlayerMovement : MonoBehaviour
//Gets an acceleration value based on if we are accelerating (includes turning)
//or trying to decelerate (stop). As well as applying a multiplier if we're air borne.
if (LastOnGroundTime > 0)
{
if (LastOnGroundTime > 0) {
accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount : Data.runDeccelAmount;
}
else if (wasGrappling)
{
else if (wasGrappling) {
accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount * Data.accelInAir : Data.runDeccelAmount * (Data.deccelInAir / 5);
}
else
{
else {
accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount * Data.accelInAir : Data.runDeccelAmount * Data.deccelInAir;
}
#endregion
#region Add Bonus Jump Apex Acceleration
//Increase are acceleration and maxSpeed when at the apex of their jump, makes the jump feel a bit more bouncy, responsive and natural
if ((IsJumping || _isJumpFalling) && Mathf.Abs(RB.velocity.y) < Data.jumpHangTimeThreshold)
{
if ((IsJumping || _isJumpFalling) && Mathf.Abs(RB.velocity.y) < Data.jumpHangTimeThreshold) {
accelRate *= Data.jumpHangAccelerationMult;
targetSpeed *= Data.jumpHangMaxSpeedMult;
}
@@ -350,8 +310,7 @@ public class PlayerMovement : MonoBehaviour
#region Conserve Momentum
//We won't slow the player down if they are moving in their desired direction but at a greater speed than their maxSpeed
if ((Data.doConserveMomentum && Mathf.Abs(RB.velocity.x) > Mathf.Abs(targetSpeed) && Mathf.Sign(RB.velocity.x) == Mathf.Sign(targetSpeed) && Mathf.Abs(targetSpeed) > 0.01f && LastOnGroundTime < 0) || grapplingRope.isGrappling)
{
if ((Data.doConserveMomentum && Mathf.Abs(RB.velocity.x) > Mathf.Abs(targetSpeed) && Mathf.Sign(RB.velocity.x) == Mathf.Sign(targetSpeed) && Mathf.Abs(targetSpeed) > 0.01f && LastOnGroundTime < 0) || grapplingRope.isGrappling) {
//Prevent any deceleration from happening, or in other words conserve are current momentum
//You could experiment with allowing for the player to slightly increae their speed whilst in this "state"
accelRate = 0;
@@ -374,8 +333,7 @@ public class PlayerMovement : MonoBehaviour
*/
}
private void Turn()
{
private void Turn() {
//stores scale and flips the player along the x axis,
Vector3 scale = transform.localScale;
scale.x *= -1;
@@ -386,8 +344,7 @@ public class PlayerMovement : MonoBehaviour
#endregion
#region JUMP METHODS
private void Jump()
{
private void Jump() {
//Ensures we can't call Jump multiple times from one press
LastPressedJumpTime = 0;
LastOnGroundTime = 0;
@@ -397,9 +354,9 @@ public class PlayerMovement : MonoBehaviour
//This means we'll always feel like we jump the same amount
//(setting the player's Y velocity to 0 beforehand will likely work the same, but I find this more elegant :D)
float force = Data.jumpForce;
if (RB.velocity.y < 0)
if (RB.velocity.y < 0) {
force -= RB.velocity.y;
}
RB.AddForce(Vector2.up * force, ForceMode2D.Impulse);
#endregion
}
@@ -407,41 +364,34 @@ public class PlayerMovement : MonoBehaviour
#region CHECK METHODS
private bool CanJump()
{
if (!IsGrounded() && trumpet > 0)
{
private bool CanJump() {
if (!IsGrounded() && trumpet > 0) {
return true;
}
return LastOnGroundTime > 0 && !IsJumping;
}
private bool CanJumpCut()
{
private bool CanJumpCut() {
return IsJumping && RB.velocity.y > 0;
}
public bool IsGrounded()
{
public bool IsGrounded() {
// print(Physics2D.OverlapBox(this.transform.position, _groundCheckSize, 0, _groundLayer) && !IsJumping);
return (Physics2D.OverlapBox(new Vector2(this.transform.position.x, this.transform.position.y - _groundCheckOffset), _groundCheckSize, 0, _groundLayer) && !IsJumping);
}
public void FloatGravity(float grav)
{
public void FloatGravity(float grav) {
Data.maxFallSpeed = grav;
}
public void EndFloatGravity()
{
public void EndFloatGravity() {
Data.maxFallSpeed = tempFallSpeed;
}
#endregion
#region EDITOR METHODS
private void OnDrawGizmosSelected()
{
private void OnDrawGizmosSelected() {
Gizmos.color = Color.green;
Gizmos.DrawWireCube(new Vector2(this.transform.position.x, this.transform.position.y - _groundCheckOffset), _groundCheckSize);
Gizmos.color = Color.blue;
@@ -451,10 +401,8 @@ public class PlayerMovement : MonoBehaviour
#endregion
#region ADDITIONAL TRUMPET METHODS
IEnumerator ActivateTrumpetSprite()
{
if (!trumpetActive)
{
IEnumerator ActivateTrumpetSprite() {
if (!trumpetActive) {
trumpetActive = true;
trumpetSprite.enabled = true;
trumpetAnimationObject.SetActive(true);