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331 lines
10 KiB
331 lines
10 KiB
using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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[RequireComponent(typeof(Rigidbody))]
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[RequireComponent(typeof(UnitState))]
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[RequireComponent(typeof(CapsuleCollider))]
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public class PlayerMovement : MonoBehaviour {
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[Header("Linked Components")]
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private UnitAnimator animator;
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private Rigidbody rb;
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private UnitState playerState;
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private CapsuleCollider capsule;
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[Header("Settings")]
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public float walkSpeed = 3f;
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public float runSpeed = 6f;
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public float ZSpeed = 1.5f;
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public float JumpForce = 8f;
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public bool AllowDepthJumping;
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public float AirAcceleration = 3f;
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public float AirMaxSpeed = 3f;
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public float rotationSpeed = 15f;
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public float jumpRotationSpeed = 30f;
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public float lookAheadDistance = .2f;
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public float landRecoveryTime = .1f;
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public float landTime = 0;
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public LayerMask CollisionLayer;
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[Header("Audio")]
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public string jumpUpVoice = "";
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public string jumpLandVoice = "";
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[Header("Stats")]
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public DIRECTION currentDirection;
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public Vector2 inputDirection;
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public bool jumpInProgress;
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private bool isDead = false;
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public bool JumpNextFixedUpdate;
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private float jumpDownwardsForce = .3f;
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private float lastJumpTime = 0f;
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//a list of states where movement can take place
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private List<UNITSTATE> MovementStates = new List<UNITSTATE> {
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UNITSTATE.IDLE,
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UNITSTATE.WALK,
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UNITSTATE.RUN,
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UNITSTATE.JUMPING,
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UNITSTATE.JUMPKICK,
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UNITSTATE.LAND,
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UNITSTATE.DEFEND,
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};
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//--
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void OnEnable() {
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InputManager.onInputEvent += OnInputEvent;
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InputManager.onDirectionInputEvent += OnDirectionInputEvent;
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}
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void OnDisable() {
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InputManager.onInputEvent -= OnInputEvent;
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InputManager.onDirectionInputEvent -= OnDirectionInputEvent;
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}
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void Start(){
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//find components
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if(!animator) animator = GetComponentInChildren<UnitAnimator>();
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if(!rb) rb = GetComponent<Rigidbody>();
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if(!playerState) playerState = GetComponent<UnitState>();
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if(!capsule) capsule = GetComponent<CapsuleCollider>();
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//error messages for missing components
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if(!animator) Debug.LogError("No animator found inside " + gameObject.name);
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if(!rb) Debug.LogError("No Rigidbody component found on " + gameObject.name);
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if(!playerState) Debug.LogError("No UnitState component found on " + gameObject.name);
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if(!capsule) Debug.LogError("No Capsule Collider found on " + gameObject.name);
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}
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void FixedUpdate() {
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if(!MovementStates.Contains(playerState.currentState) || isDead) return;
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//defend
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if(playerState.currentState == UNITSTATE.DEFEND){
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TurnToCurrentDirection();
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return;
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}
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//start a jump
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if(JumpNextFixedUpdate){
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Jump();
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return;
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}
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//land after a jump
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if(jumpInProgress && IsGrounded()){
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HasLanded();
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return;
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}
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//A short recovery time after landing
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if(playerState.currentState == UNITSTATE.LAND && Time.time - landTime > landRecoveryTime) playerState.SetState(UNITSTATE.IDLE);
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//air and ground Movement
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bool isGrounded = IsGrounded();
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animator.SetAnimatorBool("isGrounded", isGrounded);
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if(isGrounded) animator.SetAnimatorBool("Falling", false);
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if(isGrounded){
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MoveGrounded();
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} else {
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MoveAirborne();
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}
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//always turn towards the current direction
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TurnToCurrentDirection();
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}
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//movement on the ground
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void MoveGrounded(){
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//do nothing when landing
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if(playerState.currentState == UNITSTATE.LAND) return;
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//move when there is no wall in front of us and input is detected
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if(rb != null && (inputDirection.sqrMagnitude>0 && !WallInFront())) {
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//set movement speed to run speed or walk speed depending on the current state
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float movementSpeed = playerState.currentState == UNITSTATE.RUN? runSpeed : walkSpeed;
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rb.velocity = new Vector3( inputDirection.x * -movementSpeed, rb.velocity.y + Physics.gravity.y * Time.fixedDeltaTime, inputDirection.y * -ZSpeed);
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if(animator) animator.SetAnimatorFloat("MovementSpeed", rb.velocity.magnitude);
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} else {
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//stop moving, but still apply gravity
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rb.velocity = new Vector3(0, rb.velocity.y + Physics.gravity.y * Time.fixedDeltaTime, 0);
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if(animator) animator.SetAnimatorFloat("MovementSpeed", 0);
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playerState.SetState(UNITSTATE.IDLE);
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}
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//sets the run state in the animator to true or false
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animator.SetAnimatorBool("Run", playerState.currentState == UNITSTATE.RUN);
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}
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//movement in the air
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void MoveAirborne(){
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//falling down
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if(rb.velocity.y < 0.1f && playerState.currentState != UNITSTATE.KNOCKDOWN) animator.SetAnimatorBool("Falling", true);
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if(!WallInFront()) {
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//movement direction based on current input
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int dir = Mathf.Clamp(Mathf.RoundToInt(-inputDirection.x), -1, 1);
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float xpeed = Mathf.Clamp(rb.velocity.x + AirMaxSpeed * dir * Time.fixedDeltaTime * AirAcceleration, -AirMaxSpeed, AirMaxSpeed);
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float downForce = rb.velocity.y>0? 0 : jumpDownwardsForce; //adds a small downwards force when going down
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//apply movement
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if(AllowDepthJumping) {
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rb.velocity = new Vector3(xpeed, rb.velocity.y - downForce, -inputDirection.y * ZSpeed);
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} else {
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rb.velocity = new Vector3(xpeed, rb.velocity.y - downForce, 0);
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}
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}
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}
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//perform a jump
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void Jump(){
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playerState.SetState(UNITSTATE.JUMPING);
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JumpNextFixedUpdate = false;
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jumpInProgress = true;
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rb.velocity = Vector3.up * JumpForce;
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lastJumpTime = Time.time;
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//play animation
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animator.SetAnimatorBool("JumpInProgress", true);
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animator.SetAnimatorBool("Run", false);
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animator.SetAnimatorTrigger("JumpUp");
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animator.ShowDustEffectJump();
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//play sfx
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if(jumpUpVoice != "") GlobalAudioPlayer.PlaySFXAtPosition(jumpUpVoice, transform.position);
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}
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//player has landed after a jump
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void HasLanded(){
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jumpInProgress = false;
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playerState.SetState(UNITSTATE.LAND);
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rb.velocity = Vector2.zero;
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landTime = Time.time;
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//set animator properties
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animator.SetAnimatorFloat("MovementSpeed", 0f);
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animator.SetAnimatorBool("JumpInProgress", false);
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animator.SetAnimatorBool("JumpKickActive", false);
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animator.SetAnimatorBool("Falling", false);
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animator.ShowDustEffectLand();
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//sfx
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GlobalAudioPlayer.PlaySFX("FootStep");
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if(jumpLandVoice != "") GlobalAudioPlayer.PlaySFXAtPosition(jumpLandVoice, transform.position);
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}
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#region controller input
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//set current direction to input direction
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void OnDirectionInputEvent(Vector2 dir, bool doubleTapActive) {
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//ignore input when we are dead or when this state is not active
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if(!MovementStates.Contains(playerState.currentState) || isDead) return;
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//set current direction based on the input vector. Mathf.sign is used because we want the player to stay in the left or right direction when moving up/down)
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int dir2 = Mathf.RoundToInt(Mathf.Sign((float)-inputDirection.x));
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if(Mathf.Abs(inputDirection.x) > 0) SetDirection((DIRECTION)dir2);
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inputDirection = dir;
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//start running on double tap
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if(doubleTapActive && IsGrounded() && Mathf.Abs(dir.x)>0) playerState.SetState(UNITSTATE.RUN);
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}
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public bool JumpIsRecent()
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{
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return lastJumpTime > Time.time - PlayerCombat.SIMULTANEOUS_BUTTON_SPACING;
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}
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//input actions
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void OnInputEvent(string action, BUTTONSTATE buttonState) {
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//special attack (jump + attack) if jump is hit second
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PlayerCombat pc = GetComponent<PlayerCombat>();
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if (action == "Jump" && buttonState == BUTTONSTATE.PRESS && playerState.currentState == UNITSTATE.PUNCH && pc.AttackIsRecent())
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{
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pc.DoSpecialAttack(this);
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}
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//ignore input when we are dead or when this state is not active
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if (!MovementStates.Contains(playerState.currentState) || isDead)
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return;
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if (action == "Jump" && buttonState == BUTTONSTATE.PRESS && IsGrounded() && playerState.currentState != UNITSTATE.JUMPING) JumpNextFixedUpdate = true;
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//start running when a run button is pressed (e.g. Joypad controls)
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if(action == "Run") playerState.SetState(UNITSTATE.RUN);
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}
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#endregion
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//interrups an ongoing jump
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public void CancelJump(){
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jumpInProgress = false;
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}
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//set current direction
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public void SetDirection(DIRECTION dir) {
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currentDirection = dir;
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if(animator) animator.currentDirection = currentDirection;
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}
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//returns the current direction
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public DIRECTION getCurrentDirection() {
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return currentDirection;
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}
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//returns true if the player is grounded
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public bool IsGrounded() {
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//check for capsule collisions with a 0.1 downwards offset from the capsule collider
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Vector3 bottomCapsulePos = transform.position + (Vector3.up) * (capsule.radius - 0.1f);
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return Physics.CheckCapsule(transform.position + capsule.center, bottomCapsulePos, capsule.radius, CollisionLayer);
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}
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//look (and turns) towards a direction
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public void TurnToCurrentDirection() {
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if(currentDirection == DIRECTION.Right || currentDirection == DIRECTION.Left) {
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float turnSpeed = jumpInProgress? jumpRotationSpeed : rotationSpeed;
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Vector3 newDir = Vector3.RotateTowards(transform.forward, Vector3.forward * -(int)currentDirection, turnSpeed * Time.fixedDeltaTime, 0.0f);
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transform.rotation = Quaternion.LookRotation(newDir);
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}
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}
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//update the direction based on the current input
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public void updateDirection() {
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TurnToCurrentDirection();
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}
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//the player has died
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void Death() {
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isDead = true;
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rb.velocity = Vector3.zero;
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}
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//returns true if there is a environment collider in front of us
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bool WallInFront() {
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var MovementOffset = new Vector3(inputDirection.x, 0, inputDirection.y) * lookAheadDistance;
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var c = GetComponent<CapsuleCollider>();
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Collider[] hitColliders = Physics.OverlapSphere(transform.position + Vector3.up * (c.radius + .1f) + -MovementOffset, c.radius, CollisionLayer);
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int i = 0;
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bool hasHitwall = false;
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while(i < hitColliders.Length) {
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if(CollisionLayer == (CollisionLayer | 1 << hitColliders[i].gameObject.layer)) hasHitwall = true;
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i++;
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}
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return hasHitwall;
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}
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//draw a lookahead sphere in the unity editor
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#if UNITY_EDITOR
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void OnDrawGizmos() {
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var c = GetComponent<CapsuleCollider>();
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Gizmos.color = Color.yellow;
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Vector3 MovementOffset = new Vector3(inputDirection.x, 0, inputDirection.y) * lookAheadDistance;
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Gizmos.DrawWireSphere(transform.position + Vector3.up * (c.radius + .1f) + -MovementOffset, c.radius);
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}
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#endif
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}
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public enum DIRECTION {
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Right = -1,
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Left = 1,
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Up = 2,
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Down = -2,
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};
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