adding hero, migrating to input system, dissolve shader

This commit is contained in:
aj 2020-10-06 20:25:14 +01:00
parent 1db4126acc
commit 9254c5bfff
65 changed files with 4742 additions and 575 deletions

View File

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class Hero : MonoBehaviour
{
public Animator animator;
public HeroInput input;
private System.Random random;
private void OnEnable() {
input.Enable();
}
private void OnDisable() {
input.Disable();
}
private void Awake() {
input = new HeroInput();
random = new System.Random();
input.Player.Move.performed += ctx => OnMove(ctx);
input.Player.Attack.performed += ctx => OnAttack(ctx);
}
public void OnMove(InputAction.CallbackContext context)
{
Debug.Log("Moving: " + context);
}
public void OnJump(InputAction.CallbackContext context)
{
Debug.Log("Jumping");
animator.SetTrigger("Jump");
}
public void OnAttack(InputAction.CallbackContext context)
{
int attackNumber = random.Next(1,4);
animator.SetTrigger("Attack" + attackNumber.ToString());
}
public void OnBlock(InputAction.CallbackContext context)
{
animator.SetTrigger("Block");
}
public void OnRoll(InputAction.CallbackContext context)
{
Debug.Log("Rolling");
animator.SetTrigger("Roll");
}
private void Update() {
Keyboard kb = InputSystem.GetDevice<Keyboard>();
if(kb.spaceKey.wasPressedThisFrame)
{
Debug.Log("SPACE");
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Pink.Mechanics
{
public class HeroController : Pink.Mechanics.Kinematic
{
/// <summary>
/// Max horizontal speed of the player.
/// </summary>
public float maxSpeed = 7;
/// <summary>
/// Initial jump velocity at the start of a jump.
/// </summary>
public float jumpTakeOffSpeed = 7;
public JumpState jumpState = JumpState.Grounded;
private bool stopJump;
/*internal new*/
public Collider2D collider2d;
public Health health;
public bool controlEnabled = true;
bool jump;
Vector2 move;
SpriteRenderer spriteRenderer;
internal Animator animator;
public Bounds Bounds => collider2d.bounds;
// Start is called before the first frame update
void Awake()
{
health = GetComponent<Health>();
collider2d = GetComponent<Collider2D>();
spriteRenderer = GetComponent<SpriteRenderer>();
animator = GetComponent<Animator>();
}
// Update is called once per frame
protected override void Update()
{
if (controlEnabled)
{
move.x = Input.GetAxis("Horizontal");
if (jumpState == JumpState.Grounded && Input.GetButtonDown("Jump"))
jumpState = JumpState.PrepareToJump;
else if (Input.GetButtonUp("Jump"))
{
stopJump = true;
}
}
else
{
move.x = 0;
}
UpdateJumpState();
base.Update();
}
void UpdateJumpState()
{
jump = false;
switch (jumpState)
{
case JumpState.PrepareToJump:
jumpState = JumpState.Jumping;
jump = true;
stopJump = false;
break;
case JumpState.Jumping:
if (!IsGrounded)
{
jumpState = JumpState.InFlight;
}
break;
case JumpState.InFlight:
if (IsGrounded)
{
jumpState = JumpState.Landed;
}
break;
case JumpState.Landed:
jumpState = JumpState.Grounded;
break;
}
}
protected override void ComputeVelocity()
{
if (jump && IsGrounded)
{
velocity.y = jumpTakeOffSpeed;
jump = false;
}
else if (stopJump)
{
stopJump = false;
if (velocity.y > 0)
{
//velocity.y = velocity.y;
}
}
if (move.x > 0.01f)
spriteRenderer.flipX = false;
else if (move.x < -0.01f)
spriteRenderer.flipX = true;
animator.SetBool("grounded", IsGrounded);
animator.SetFloat("velocityX", Mathf.Abs(velocity.x) / maxSpeed);
animator.SetFloat("velocityY", velocity.y);
targetVelocity = move * maxSpeed;
}
public enum JumpState
{
Grounded,
PrepareToJump,
Jumping,
InFlight,
Landed
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Pink.Mechanics
{
/// <summary>
/// Implements game physics for some in game entity.
/// </summary>
public class Kinematic : MonoBehaviour
{
/// <summary>
/// The minimum normal (dot product) considered suitable for the entity sit on.
/// </summary>
public float minGroundNormalY = .65f;
/// <summary>
/// A custom gravity coefficient applied to this entity.
/// </summary>
public float gravityModifier = 1f;
/// <summary>
/// The current velocity of the entity.
/// </summary>
public Vector2 velocity;
/// <summary>
/// Is the entity currently sitting on a surface?
/// </summary>
/// <value></value>
public bool IsGrounded { get; private set; }
protected Vector2 targetVelocity;
protected Vector2 groundNormal;
protected Rigidbody2D body;
protected ContactFilter2D contactFilter;
protected RaycastHit2D[] hitBuffer = new RaycastHit2D[16];
protected const float minMoveDistance = 0.001f;
protected const float shellRadius = 0.01f;
/// <summary>
/// Bounce the object's vertical velocity.
/// </summary>
/// <param name="value"></param>
public void Bounce(float value)
{
velocity.y = value;
}
/// <summary>
/// Bounce the objects velocity in a direction.
/// </summary>
/// <param name="dir"></param>
public void Bounce(Vector2 dir)
{
velocity.y = dir.y;
velocity.x = dir.x;
}
/// <summary>
/// Teleport to some position.
/// </summary>
/// <param name="position"></param>
public void Teleport(Vector3 position)
{
body.position = position;
velocity *= 0;
body.velocity *= 0;
}
protected virtual void OnEnable()
{
body = GetComponent<Rigidbody2D>();
body.isKinematic = true;
}
protected virtual void OnDisable()
{
body.isKinematic = false;
}
protected virtual void Start()
{
contactFilter.useTriggers = false;
contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
contactFilter.useLayerMask = true;
}
protected virtual void Update()
{
targetVelocity = Vector2.zero;
ComputeVelocity();
}
protected virtual void ComputeVelocity()
{
}
protected virtual void FixedUpdate()
{
//if already falling, fall faster than the jump speed, otherwise use normal gravity.
if (velocity.y < 0)
velocity += gravityModifier * Physics2D.gravity * Time.deltaTime;
else
velocity += Physics2D.gravity * Time.deltaTime;
velocity.x = targetVelocity.x;
IsGrounded = false;
var deltaPosition = velocity * Time.deltaTime;
var moveAlongGround = new Vector2(groundNormal.y, -groundNormal.x);
var move = moveAlongGround * deltaPosition.x;
PerformMovement(move, false);
move = Vector2.up * deltaPosition.y;
PerformMovement(move, true);
}
void PerformMovement(Vector2 move, bool yMovement)
{
var distance = move.magnitude;
if (distance > minMoveDistance)
{
//check if we hit anything in current direction of travel
var count = body.Cast(move, contactFilter, hitBuffer, distance + shellRadius);
for (var i = 0; i < count; i++)
{
var currentNormal = hitBuffer[i].normal;
//is this surface flat enough to land on?
if (currentNormal.y > minGroundNormalY)
{
IsGrounded = true;
// if moving up, change the groundNormal to new surface normal.
if (yMovement)
{
groundNormal = currentNormal;
currentNormal.x = 0;
}
}
if (IsGrounded)
{
//how much of our velocity aligns with surface normal?
var projection = Vector2.Dot(velocity, currentNormal);
if (projection < 0)
{
//slower velocity if moving against the normal (up a hill).
velocity = velocity - projection * currentNormal;
}
}
else
{
//We are airborne, but hit something, so cancel vertical up and horizontal velocity.
velocity.x *= 0;
velocity.y = Mathf.Min(velocity.y, 0);
}
//remove shellDistance from actual move distance.
var modifiedDistance = hitBuffer[i].distance - shellRadius;
distance = modifiedDistance < distance ? modifiedDistance : distance;
}
}
body.position = body.position + move.normalized * distance;
}
}
}

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