Pink/Assets/Scripts/Mechanics/Hero/HeroController.cs

128 lines
3.6 KiB
C#

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
}
}
}