playing with input, updated to 20.1.14
This commit is contained in:
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@ -9,90 +9,90 @@ AnimatorController:
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m_Name: HeroKnight_AnimController
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m_Name: Base Layer
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@ -189,9 +189,9 @@ AnimatorStateTransition:
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m_PrefabAsset: {fileID: 0}
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m_Name:
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m_Conditions:
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m_ConditionEvent: AnimState
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m_EventTreshold: 1
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m_ConditionEvent: velocityX
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m_EventTreshold: 0.01
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m_DstStateMachine: {fileID: 0}
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m_DstState: {fileID: 110215012}
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m_Solo: 0
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@ -214,9 +214,9 @@ AnimatorStateTransition:
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m_PrefabAsset: {fileID: 0}
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m_Name:
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m_Conditions:
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m_ConditionEvent: AnimState
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@ -7,5 +7,5 @@ PhysicsMaterial2D:
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m_PrefabAsset: {fileID: 0}
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m_Name: Slippery
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@ -9,8 +9,8 @@ GameObject:
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@ -32,13 +32,40 @@ Transform:
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@ -50,98 +77,13 @@ MonoBehaviour:
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--- !u!114 &1127540733912009879
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@ -183,7 +125,7 @@ SpriteRenderer:
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@ -271,6 +213,66 @@ CapsuleCollider2D:
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File diff suppressed because it is too large
Load Diff
@ -1,66 +1,131 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Pink.Environment;
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using Pink.Graphics;
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using Pink.Events;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.Experimental.Rendering.Universal;
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public class Hero : MonoBehaviour
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using static Pink.Environment.Simulation;
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namespace Pink.Mechanics
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{
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public Animator animator;
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public HeroInput input;
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private System.Random random;
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private void OnEnable() {
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input.Enable();
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}
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private void OnDisable() {
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input.Disable();
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}
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private void Awake() {
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input = new HeroInput();
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random = new System.Random();
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input.Player.Move.performed += ctx => OnMove(ctx);
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input.Player.Attack.performed += ctx => OnAttack(ctx);
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}
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public void OnMove(InputAction.CallbackContext context)
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[RequireComponent(typeof(CharacterKinematics))]
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[RequireComponent(typeof(Collider2D))]
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[RequireComponent(typeof(Animator))]
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[RequireComponent(typeof(Health))]
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public class Hero : MonoBehaviour
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{
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Debug.Log("Moving: " + context);
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}
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public HeroInput input;
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public CharacterKinematics controller;
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public Collider2D collider2d;
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public Animator animator;
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public Health health;
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public Flash flash;
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public void OnJump(InputAction.CallbackContext context)
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{
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Debug.Log("Jumping");
|
||||
animator.SetTrigger("Jump");
|
||||
}
|
||||
public bool controlAllowed = true;
|
||||
|
||||
public void OnAttack(InputAction.CallbackContext context)
|
||||
{
|
||||
int attackNumber = random.Next(1,4);
|
||||
animator.SetTrigger("Attack" + attackNumber.ToString());
|
||||
}
|
||||
[Min(0)]
|
||||
public float runSpeed = 40f;
|
||||
float horizontalMovement = 0f;
|
||||
bool jump = false;
|
||||
|
||||
public void OnBlock(InputAction.CallbackContext context)
|
||||
{
|
||||
animator.SetTrigger("Block");
|
||||
}
|
||||
private System.Random random;
|
||||
|
||||
public void OnRoll(InputAction.CallbackContext context)
|
||||
{
|
||||
Debug.Log("Rolling");
|
||||
animator.SetTrigger("Roll");
|
||||
}
|
||||
|
||||
private void Update() {
|
||||
Keyboard kb = InputSystem.GetDevice<Keyboard>();
|
||||
if(kb.spaceKey.wasPressedThisFrame)
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
Debug.Log("SPACE");
|
||||
Debug.Log("Player Created");
|
||||
}
|
||||
void Awake()
|
||||
{
|
||||
input = new HeroInput();
|
||||
random = new System.Random();
|
||||
|
||||
input.Player.Move.performed += ctx => OnMove(ctx);
|
||||
input.Player.Jump.performed += ctx => OnJump(ctx);
|
||||
input.Player.Attack.performed += ctx => OnAttack(ctx);
|
||||
input.Player.Block.performed += ctx => OnBlock(ctx);
|
||||
input.Player.Roll.performed += ctx => OnRoll(ctx);
|
||||
}
|
||||
private void OnEnable()
|
||||
{
|
||||
input.Enable();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
input.Disable();
|
||||
}
|
||||
|
||||
public void OnMove(InputAction.CallbackContext context)
|
||||
{
|
||||
horizontalMovement = controlAllowed ? context.ReadValue<Vector2>().x * runSpeed : 0;
|
||||
}
|
||||
|
||||
public void OnJump(InputAction.CallbackContext context)
|
||||
{
|
||||
if (controlAllowed)
|
||||
{
|
||||
Debug.Log("Jumping");
|
||||
animator.SetTrigger("Jump");
|
||||
jump = true;
|
||||
}
|
||||
}
|
||||
|
||||
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");
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
controller.Move(horizontalMovement * Time.fixedDeltaTime, jump);
|
||||
jump = false;
|
||||
}
|
||||
|
||||
// Animation and graphic updates triggered primarily by health component
|
||||
public void WasHurt()
|
||||
{
|
||||
if (health.IsDead)
|
||||
{
|
||||
animator.SetTrigger("dead");
|
||||
}
|
||||
else
|
||||
{
|
||||
animator.SetTrigger("hurt");
|
||||
}
|
||||
if (flash != null) StartCoroutine(flash.Run(3, 60, 60, 1f));
|
||||
}
|
||||
|
||||
// Animation and graphic updates triggered primarily by health component
|
||||
public void WasHealed()
|
||||
{
|
||||
animator.SetTrigger("");
|
||||
}
|
||||
|
||||
// Animation, graphic updates and death event scheduling triggered primarily by health component
|
||||
public void WasKilled()
|
||||
{
|
||||
animator.SetBool("dead", true);
|
||||
Schedule<PlayerDeath>();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@ -16,6 +16,10 @@ namespace Pink.Mechanics
|
||||
/// </summary>
|
||||
public float jumpTakeOffSpeed = 7;
|
||||
|
||||
public Animator animator;
|
||||
public HeroInput input;
|
||||
private System.Random random;
|
||||
|
||||
public JumpState jumpState = JumpState.Grounded;
|
||||
private bool stopJump;
|
||||
/*internal new*/
|
||||
@ -26,7 +30,6 @@ namespace Pink.Mechanics
|
||||
bool jump;
|
||||
Vector2 move;
|
||||
SpriteRenderer spriteRenderer;
|
||||
internal Animator animator;
|
||||
|
||||
public Bounds Bounds => collider2d.bounds;
|
||||
|
||||
@ -37,25 +40,86 @@ namespace Pink.Mechanics
|
||||
collider2d = GetComponent<Collider2D>();
|
||||
spriteRenderer = GetComponent<SpriteRenderer>();
|
||||
animator = GetComponent<Animator>();
|
||||
|
||||
input = new HeroInput();
|
||||
random = new System.Random();
|
||||
|
||||
input.Player.Move.performed += ctx => OnMove(ctx);
|
||||
input.Player.Jump.performed += ctx => OnJump(ctx);
|
||||
input.Player.Attack.performed += ctx => OnAttack(ctx);
|
||||
input.Player.Block.performed += ctx => OnBlock(ctx);
|
||||
input.Player.Roll.performed += ctx => OnRoll(ctx);
|
||||
}
|
||||
private void OnEnable()
|
||||
{
|
||||
input.Enable();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
protected override void Update()
|
||||
private void OnDisable()
|
||||
{
|
||||
input.Disable();
|
||||
}
|
||||
|
||||
public void OnMove(InputAction.CallbackContext context)
|
||||
{
|
||||
if (controlEnabled)
|
||||
{
|
||||
move.x = Input.GetAxis("Horizontal");
|
||||
if (jumpState == JumpState.Grounded && Input.GetButtonDown("Jump"))
|
||||
jumpState = JumpState.PrepareToJump;
|
||||
else if (Input.GetButtonUp("Jump"))
|
||||
{
|
||||
stopJump = true;
|
||||
}
|
||||
move.x = context.ReadValue<Vector2>().x;
|
||||
animator.SetFloat("", move.x);
|
||||
Debug.Log("Moving: " + move.x);
|
||||
}
|
||||
else
|
||||
{
|
||||
move.x = 0;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void OnJump(InputAction.CallbackContext context)
|
||||
{
|
||||
if (jumpState == JumpState.Grounded)
|
||||
jumpState = JumpState.PrepareToJump;
|
||||
|
||||
// stopJump = true; on up
|
||||
|
||||
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");
|
||||
}
|
||||
|
||||
// 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();
|
||||
}
|
||||
|
@ -22,6 +22,7 @@ namespace Pink.Mechanics
|
||||
/// <summary>
|
||||
/// The current velocity of the entity.
|
||||
/// </summary>
|
||||
[HideInInspector]
|
||||
public Vector2 velocity;
|
||||
|
||||
/// <summary>
|
||||
@ -32,7 +33,7 @@ namespace Pink.Mechanics
|
||||
|
||||
protected Vector2 targetVelocity;
|
||||
protected Vector2 groundNormal;
|
||||
protected Rigidbody2D body;
|
||||
public Rigidbody2D body;
|
||||
protected ContactFilter2D contactFilter;
|
||||
protected RaycastHit2D[] hitBuffer = new RaycastHit2D[16];
|
||||
|
||||
@ -169,7 +170,7 @@ namespace Pink.Mechanics
|
||||
distance = modifiedDistance < distance ? modifiedDistance : distance;
|
||||
}
|
||||
}
|
||||
body.position = body.position + move.normalized * distance;
|
||||
body.position += move.normalized * distance;
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -1,21 +1,21 @@
|
||||
{
|
||||
"dependencies": {
|
||||
"com.unity.2d.animation": "4.2.5",
|
||||
"com.unity.2d.animation": "4.2.6",
|
||||
"com.unity.2d.pixel-perfect": "3.0.2",
|
||||
"com.unity.2d.psdimporter": "3.1.5",
|
||||
"com.unity.2d.psdimporter": "3.1.6",
|
||||
"com.unity.2d.sprite": "1.0.0",
|
||||
"com.unity.2d.spriteshape": "4.1.3",
|
||||
"com.unity.2d.spriteshape": "4.1.4",
|
||||
"com.unity.2d.tilemap": "1.0.0",
|
||||
"com.unity.cinemachine": "2.6.2",
|
||||
"com.unity.collab-proxy": "1.3.9",
|
||||
"com.unity.ext.nunit": "1.0.0",
|
||||
"com.unity.ide.rider": "1.2.1",
|
||||
"com.unity.ide.visualstudio": "2.0.3",
|
||||
"com.unity.ide.vscode": "1.2.2",
|
||||
"com.unity.ide.vscode": "1.2.3",
|
||||
"com.unity.inputsystem": "1.0.0",
|
||||
"com.unity.postprocessing": "2.3.0",
|
||||
"com.unity.render-pipelines.universal": "8.2.0",
|
||||
"com.unity.test-framework": "1.1.16",
|
||||
"com.unity.test-framework": "1.1.18",
|
||||
"com.unity.textmeshpro": "3.0.1",
|
||||
"com.unity.timeline": "1.3.6",
|
||||
"com.unity.ugui": "1.0.0",
|
||||
|
@ -1,7 +1,7 @@
|
||||
{
|
||||
"dependencies": {
|
||||
"com.unity.2d.animation": {
|
||||
"version": "4.2.5",
|
||||
"version": "4.2.6",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
@ -38,12 +38,12 @@
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.2d.psdimporter": {
|
||||
"version": "3.1.5",
|
||||
"version": "3.1.6",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.2d.common": "3.0.1",
|
||||
"com.unity.2d.animation": "4.2.5",
|
||||
"com.unity.2d.animation": "4.2.6",
|
||||
"com.unity.2d.sprite": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
@ -55,7 +55,7 @@
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.2d.spriteshape": {
|
||||
"version": "4.1.3",
|
||||
"version": "4.1.4",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
@ -110,7 +110,7 @@
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.ide.vscode": {
|
||||
"version": "1.2.2",
|
||||
"version": "1.2.3",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {},
|
||||
@ -174,7 +174,7 @@
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.test-framework": {
|
||||
"version": "1.1.16",
|
||||
"version": "1.1.18",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
|
@ -1,2 +1,2 @@
|
||||
m_EditorVersion: 2020.1.7f1
|
||||
m_EditorVersionWithRevision: 2020.1.7f1 (064ffcdb64ad)
|
||||
m_EditorVersion: 2020.1.14f1
|
||||
m_EditorVersionWithRevision: 2020.1.14f1 (d81f64f5201d)
|
||||
|
Loading…
Reference in New Issue
Block a user