446 lines
15 KiB
C#
446 lines
15 KiB
C#
using System.Collections;
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class PlayerMovement : MonoBehaviour
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{
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//Scriptable object which holds all the player's movement parameters. If you don't want to use it
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//just paste in all the parameters, though you will need to manuly change all references in this script
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//HOW TO: to add the scriptable object, right-click in the project window -> create -> Player Data
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//Next, drag it into the slot in playerMovement on your player
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public PlayerData Data;
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#region Variables
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//Components
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public Rigidbody2D RB { get; private set; }
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//Variables control the various actions the player can perform at any time.
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//These are fields which can are public allowing for other sctipts to read them
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//but can only be privately written to.
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public bool IsFacingRight { get; private set; }
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public bool IsJumping { get; private set; }
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public bool IsWallJumping { get; private set; }
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public bool IsSliding { get; private set; }
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//Timers (also all fields, could be private and a method returning a bool could be used)
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public float LastOnGroundTime { get; private set; }
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public float LastOnWallTime { get; private set; }
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public float LastOnWallRightTime { get; private set; }
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public float LastOnWallLeftTime { get; private set; }
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private bool trumpet = false;
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public bool in_range = false;
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public GameObject enemy;
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//Jump
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private bool _isJumpCut;
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private bool _isJumpFalling;
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//Wall Jump
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private float _wallJumpStartTime;
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private int _lastWallJumpDir;
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private Vector2 _moveInput;
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public float LastPressedJumpTime { get; private set; }
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Tutorial_GrapplingRope grapplingRope;
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//Set all of these up in the inspector
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[Header("Checks")]
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//Size of groundCheck depends on the size of your character generally you want them slightly small than width (for ground) and height (for the wall check)
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[SerializeField] private Vector2 _groundCheckSize = new Vector2(0.49f, 0.03f);
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[Space(5)]
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[SerializeField] private Vector2 _wallCheckSize = new Vector2(0.5f, 1f);
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[Header("Layers & Tags")]
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[SerializeField] private LayerMask _groundLayer;
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#endregion
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private void Awake()
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{
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RB = GetComponent<Rigidbody2D>();
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grapplingRope = this.gameObject.GetComponent<PlayerBehavior>().grapplingRope;
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}
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private void Start()
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{
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SetGravityScale(Data.gravityScale);
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IsFacingRight = true;
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}
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void OnMove(InputValue value)
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{
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this._moveInput = value.Get<Vector2>();
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}
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void OnJump()
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{
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OnJumpInput();
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}
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private void Update()
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{
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#region TIMERS
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LastOnGroundTime -= Time.deltaTime;
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LastOnWallTime -= Time.deltaTime;
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LastOnWallRightTime -= Time.deltaTime;
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LastOnWallLeftTime -= Time.deltaTime;
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LastPressedJumpTime -= Time.deltaTime;
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#endregion
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#region INPUT HANDLER
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if (_moveInput.x != 0)
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CheckDirectionToFace(_moveInput.x > 0);
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#endregion
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if (!IsJumping) {
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print("not jumping");
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} else {
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print("jumping, " + RB.velocity.y);
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}
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#region COLLISION CHECKS
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if (!IsJumping)
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{
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//Ground Check
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if (IsGrounded()) //checks if set box overlaps with ground
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{
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LastOnGroundTime = Data.coyoteTime; //if so sets the lastGrounded to coyoteTime
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trumpet = true;
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}
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//Right Wall Check
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if (((Physics2D.OverlapBox(this.transform.position, _wallCheckSize, 0, _groundLayer) && IsFacingRight)
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|| (Physics2D.OverlapBox(this.transform.position, _wallCheckSize, 0, _groundLayer) && !IsFacingRight)) && !IsWallJumping)
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LastOnWallRightTime = Data.coyoteTime;
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//Right Wall Check
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if (((Physics2D.OverlapBox(this.transform.position, _wallCheckSize, 0, _groundLayer) && !IsFacingRight)
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|| (Physics2D.OverlapBox(this.transform.position, _wallCheckSize, 0, _groundLayer) && IsFacingRight)) && !IsWallJumping)
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LastOnWallLeftTime = Data.coyoteTime;
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//Two checks needed for both left and right walls since whenever the play turns the wall checkPoints swap sides
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LastOnWallTime = Mathf.Max(LastOnWallLeftTime, LastOnWallRightTime);
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}
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#endregion
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#region JUMP CHECKS
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if (IsJumping && RB.velocity.y <= 0)
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{
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IsJumping = false;
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print("isJumping " + IsJumping);
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if (!IsWallJumping)
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_isJumpFalling = true;
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}
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if (IsWallJumping && Time.time - _wallJumpStartTime > Data.wallJumpTime)
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{
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IsWallJumping = false;
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}
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if (LastOnGroundTime > 0 && !IsJumping && !IsWallJumping)
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{
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_isJumpCut = false;
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if (!IsJumping)
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_isJumpFalling = false;
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}
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//Jump
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if (CanJump() && LastPressedJumpTime > 0)
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{
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IsJumping = true;
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IsWallJumping = false;
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_isJumpCut = false;
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_isJumpFalling = false;
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Jump();
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if (!IsGrounded() && in_range && trumpet) {
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Destroy(enemy.gameObject);
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enemy = null;
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in_range = false;
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} else if (!IsGrounded() && !in_range && trumpet) {
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trumpet = false;
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}
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}
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//WALL JUMP
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// else if (CanWallJump() && LastPressedJumpTime > 0)
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// {
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// IsWallJumping = true;
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// IsJumping = false;
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// _isJumpCut = false;
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// _isJumpFalling = false;
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// _wallJumpStartTime = Time.time;
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// _lastWallJumpDir = (LastOnWallRightTime > 0) ? -1 : 1;
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//
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// WallJump(_lastWallJumpDir);
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// }
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#endregion
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#region SLIDE CHECKS
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if (CanSlide() && ((LastOnWallLeftTime > 0 && _moveInput.x < 0) || (LastOnWallRightTime > 0 && _moveInput.x > 0)))
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IsSliding = true;
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else
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IsSliding = false;
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#endregion
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#region GRAVITY
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//Higher gravity if we've released the jump input or are falling
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if (IsSliding)
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{
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SetGravityScale(0);
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}
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else if (RB.velocity.y < 0 && _moveInput.y < 0)
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{
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//Much higher gravity if holding down
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SetGravityScale(Data.gravityScale * Data.fastFallGravityMult);
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//Caps maximum fall speed, so when falling over large distances we don't accelerate to insanely high speeds
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RB.velocity = new Vector2(RB.velocity.x, Mathf.Max(RB.velocity.y, -Data.maxFastFallSpeed));
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}
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else if (_isJumpCut)
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{
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//Higher gravity if jump button released
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SetGravityScale(Data.gravityScale * Data.jumpCutGravityMult);
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RB.velocity = new Vector2(RB.velocity.x, Mathf.Max(RB.velocity.y, -Data.maxFallSpeed));
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}
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else if ((IsJumping || IsWallJumping || _isJumpFalling) && Mathf.Abs(RB.velocity.y) < Data.jumpHangTimeThreshold)
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{
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SetGravityScale(Data.gravityScale * Data.jumpHangGravityMult);
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}
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else if (RB.velocity.y < 0)
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{
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//Higher gravity if falling
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SetGravityScale(Data.gravityScale * Data.fallGravityMult);
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//Caps maximum fall speed, so when falling over large distances we don't accelerate to insanely high speeds
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RB.velocity = new Vector2(RB.velocity.x, Mathf.Max(RB.velocity.y, -Data.maxFallSpeed));
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}
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else
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{
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//Default gravity if standing on a platform or moving upwards
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SetGravityScale(Data.gravityScale);
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}
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#endregion
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}
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private void FixedUpdate()
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{
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//Handle Run
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if (IsWallJumping)
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Run(Data.wallJumpRunLerp);
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else
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Run(1);
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//Handle Slide
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if (IsSliding)
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Slide();
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}
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#region INPUT CALLBACKS
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//Methods which whandle input detected in Update()
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public void OnJumpInput()
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{
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LastPressedJumpTime = Data.jumpInputBufferTime;
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}
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public void OnJumpUpInput()
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{
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if (CanJumpCut() || CanWallJumpCut())
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_isJumpCut = true;
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}
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#endregion
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#region GENERAL METHODS
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public void SetGravityScale(float scale)
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{
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RB.gravityScale = scale;
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}
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#endregion
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//MOVEMENT METHODS
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#region RUN METHODS
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private void Run(float lerpAmount)
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{
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//Calculate the direction we want to move in and our desired velocity
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float targetSpeed = _moveInput.x * Data.runMaxSpeed;
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//We can reduce are control using Lerp() this smooths changes to are direction and speed
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targetSpeed = Mathf.Lerp(RB.velocity.x, targetSpeed, lerpAmount);
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#region Calculate AccelRate
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float accelRate;
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//Gets an acceleration value based on if we are accelerating (includes turning)
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//or trying to decelerate (stop). As well as applying a multiplier if we're air borne.
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if (LastOnGroundTime > 0)
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accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount : Data.runDeccelAmount;
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else
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accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount * Data.accelInAir : Data.runDeccelAmount * Data.deccelInAir;
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#endregion
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#region Add Bonus Jump Apex Acceleration
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//Increase are acceleration and maxSpeed when at the apex of their jump, makes the jump feel a bit more bouncy, responsive and natural
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if ((IsJumping || IsWallJumping || _isJumpFalling) && Mathf.Abs(RB.velocity.y) < Data.jumpHangTimeThreshold)
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{
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accelRate *= Data.jumpHangAccelerationMult;
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targetSpeed *= Data.jumpHangMaxSpeedMult;
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}
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#endregion
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#region Conserve Momentum
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//We won't slow the player down if they are moving in their desired direction but at a greater speed than their maxSpeed
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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)
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{
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//Prevent any deceleration from happening, or in other words conserve are current momentum
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//You could experiment with allowing for the player to slightly increae their speed whilst in this "state"
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accelRate = 0;
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}
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#endregion
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//Calculate difference between current velocity and desired velocity
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float speedDif = targetSpeed - RB.velocity.x;
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//Calculate force along x-axis to apply to thr player
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float movement = speedDif * accelRate;
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//Convert this to a vector and apply to rigidbody
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RB.AddForce(movement * Vector2.right, ForceMode2D.Force);
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/*
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* For those interested here is what AddForce() will do
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* RB.velocity = new Vector2(RB.velocity.x + (Time.fixedDeltaTime * speedDif * accelRate) / RB.mass, RB.velocity.y);
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* Time.fixedDeltaTime is by default in Unity 0.02 seconds equal to 50 FixedUpdate() calls per second
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*/
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}
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private void Turn()
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{
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//stores scale and flips the player along the x axis,
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Vector3 scale = transform.localScale;
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scale.x *= -1;
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transform.localScale = scale;
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IsFacingRight = !IsFacingRight;
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}
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#endregion
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#region JUMP METHODS
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private void Jump()
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{
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//Ensures we can't call Jump multiple times from one press
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LastPressedJumpTime = 0;
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LastOnGroundTime = 0;
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#region Perform Jump
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//We increase the force applied if we are falling
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//This means we'll always feel like we jump the same amount
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//(setting the player's Y velocity to 0 beforehand will likely work the same, but I find this more elegant :D)
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float force = Data.jumpForce;
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if (RB.velocity.y < 0)
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force -= RB.velocity.y;
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RB.AddForce(Vector2.up * force, ForceMode2D.Impulse);
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#endregion
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}
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private void WallJump(int dir)
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{
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//Ensures we can't call Wall Jump multiple times from one press
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LastPressedJumpTime = 0;
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LastOnGroundTime = 0;
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LastOnWallRightTime = 0;
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LastOnWallLeftTime = 0;
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#region Perform Wall Jump
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Vector2 force = new Vector2(Data.wallJumpForce.x, Data.wallJumpForce.y);
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force.x *= dir; //apply force in opposite direction of wall
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if (Mathf.Sign(RB.velocity.x) != Mathf.Sign(force.x))
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force.x -= RB.velocity.x;
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if (RB.velocity.y < 0) //checks whether player is falling, if so we subtract the velocity.y (counteracting force of gravity). This ensures the player always reaches our desired jump force or greater
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force.y -= RB.velocity.y;
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//Unlike in the run we want to use the Impulse mode.
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//The default mode will apply are force instantly ignoring masss
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//RB.AddForce(force, ForceMode2D.Impulse);
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#endregion
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}
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#endregion
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#region OTHER MOVEMENT METHODS
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private void Slide()
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{
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//Works the same as the Run but only in the y-axis
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//THis seems to work fine, buit maybe you'll find a better way to implement a slide into this system
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float speedDif = Data.slideSpeed - RB.velocity.y;
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float movement = speedDif * Data.slideAccel;
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//So, we clamp the movement here to prevent any over corrections (these aren't noticeable in the Run)
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//The force applied can't be greater than the (negative) speedDifference * by how many times a second FixedUpdate() is called. For more info research how force are applied to rigidbodies.
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movement = Mathf.Clamp(movement, -Mathf.Abs(speedDif) * (1 / Time.fixedDeltaTime), Mathf.Abs(speedDif) * (1 / Time.fixedDeltaTime));
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RB.AddForce(movement * Vector2.up);
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}
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#endregion
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#region CHECK METHODS
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public void CheckDirectionToFace(bool isMovingRight)
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{
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// if (isMovingRight != IsFacingRight)
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// Turn();
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}
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private bool CanJump()
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{
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if (!IsGrounded() && trumpet) {
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return true;
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}
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return LastOnGroundTime > 0 && !IsJumping;
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}
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private bool CanWallJump()
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{
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return LastPressedJumpTime > 0 && LastOnWallTime > 0 && LastOnGroundTime <= 0 && (!IsWallJumping ||
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(LastOnWallRightTime > 0 && _lastWallJumpDir == 1) || (LastOnWallLeftTime > 0 && _lastWallJumpDir == -1));
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}
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private bool CanJumpCut()
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{
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return IsJumping && RB.velocity.y > 0;
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}
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private bool CanWallJumpCut()
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{
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return IsWallJumping && RB.velocity.y > 0;
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}
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public bool CanSlide()
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{
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if (LastOnWallTime > 0 && !IsJumping && !IsWallJumping && LastOnGroundTime <= 0)
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return true;
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else
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return false;
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}
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public bool IsGrounded() {
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// print(Physics2D.OverlapBox(this.transform.position, _groundCheckSize, 0, _groundLayer) && !IsJumping);
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return (Physics2D.OverlapBox(this.transform.position, _groundCheckSize, 0, _groundLayer) && !IsJumping);
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}
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#endregion
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#region EDITOR METHODS
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private void OnDrawGizmosSelected()
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{
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Gizmos.color = Color.green;
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Gizmos.DrawWireCube(this.transform.position, _groundCheckSize);
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Gizmos.color = Color.blue;
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Gizmos.DrawWireCube(this.transform.position, _wallCheckSize);
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Gizmos.DrawWireCube(this.transform.position, _wallCheckSize);
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}
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#endregion
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}
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