Create PlayerJumpHandler to deal with Player's jumping

Create Vfx for multiple jumps while on air
Finalize jumping ability with up to 3 multi-jump implementing a hacky bezier curve
This commit is contained in:
Nico 2025-07-23 01:24:54 -07:00
parent a492afdf1b
commit ba13eb9e51
30 changed files with 1361 additions and 802 deletions

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@ -203069,7 +202794,7 @@ SceneRoots:
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folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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View File

@ -0,0 +1,8 @@
using UnityEngine;
public static class IsoExtensions {
public static Vector2 NormalizedIso(this Vector2 input) {
Vector2 adjusted = new Vector2(input.x, input.y * 0.5f);
return adjusted.normalized;
}
}

View File

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 2c1c7bba98aa12d4a800380fa270fa7b

View File

@ -38,12 +38,14 @@ public class Gobler : Alive {
private NavMeshAgent PathAgent;
private List<Material> Materials;
//private List<Material> Materials;
private Material MaterialColorOverlay;
public Gobler(GameObject owner) {
Owner = owner;
PathAgent = Owner.GetComponent<NavMeshAgent>();
PathAgent.updatePosition = false;
PathAgent.updateRotation = false;
PathAgent.updateUpAxis = false;
PathAgent.speed = Speed;
@ -55,15 +57,37 @@ public class Gobler : Alive {
OnDeath += () => SetState(State.Die);
Rigidbody = Owner.GetComponent<Rigidbody2D>();
Materials = Owner.GetComponentsInChildren<SpriteRenderer>().Select(x => x.material).ToList();
foreach (var material in Owner.GetComponentsInChildren<SpriteRenderer>().Select(x => x.material).ToList()) {
switch (material.name.Split(' ')[0]) {
case "DamageFlashMat": MaterialColorOverlay = material; break;
}
}
TextPopUp = new FloatingTextSpawner(Owner.transform, 1);
SetState(State.GoToCrystal);
EnemyManagers[Enemies.Gobler].UpdateTick += Update;
SubscribeToEvent();
//EnemyManagers[Enemies.Gobler].UpdateTick += () => PathAgentHandler.UpdatePositionIso(PathAgent, owner.transform);
//EnemyManagers[Enemies.Gobler].UpdateTick += Update;
}
private Action cachedUpdate;
private void SubscribeToEvent() {
cachedUpdate = () => {
if (PathAgent == null || Owner == null) return;
PathAgentHandler.UpdatePositionIso(PathAgent, Owner.transform);
Update();
};
EnemyManagers[Enemies.Gobler].UpdateTick += cachedUpdate;
EnemyManagers[Enemies.Gobler].GizmoTick += OnDrawGizmos;
}
private void UnsubscribeToEvent() {
EnemyManagers[Enemies.Gobler].UpdateTick -= cachedUpdate;
EnemyManagers[Enemies.Gobler].GizmoTick -= OnDrawGizmos;
}
public float DistFromPlayer { get; private set; }
public float DistFromCrystal { get; private set; }
@ -129,20 +153,32 @@ public class Gobler : Alive {
case State.AttackPlayer:
break;
case State.TakeDamage:
Rigidbody.linearVelocity = DirectionOfDamage * Knockback * 10 * InvincibilityLeft;
Materials.ForEach(x => x.SetFloat("_FlashAmount", InvincibilityLeft));
MaterialColorOverlay.SetFloat("_FlashAmount", InvincibilityLeft);
if (!IsInvincible) SetState(State.None);
break;
case State.PrepareAttack:
MaterialColorOverlay.SetFloat("_FlashColor", 1 - InvincibilityLeft);
if (!IsInvincible) SetState(State.FinalizeAttack);
break;
case State.FinalizeAttack:
Collider2D[] hits = Physics2D.OverlapCircleAll(MyPos + Vector2.down, 4);
foreach (var hit in hits) {
if (!hit.CompareTag("PlayerHurtBox")) continue;
//GameObject parent = hit.transform.parent?.gameObject;
//Vector2 knockbakDirection = ActiveClass.HitBoxDraw.Directional ? PrevDirection : parent.transform.position - transform.position;
//EnemySpawnerData.EnemyMap[parent].Damage(ActiveClass.HitBoxDraw.Damage, knockbakDirection, ActiveClass.HitBoxDraw.Knockback);
}
break;
@ -180,11 +216,18 @@ public class Gobler : Alive {
case State.TakeDamage:
PathAgent.isStopped = true;
TextPopUp.SpawnFloatingText(DamageTaken.ToString(), Color.red, 3);
Materials.ForEach(x => x.SetColor("_FlashColor", Color.white));
MaterialColorOverlay.SetColor("_FlashColor", Color.white);
break;
case State.PrepareAttack:
PathAgent.isStopped = true;
MaterialColorOverlay.SetColor("_FlashColor", Color.purple);
break;
case State.Die:
UnsubscribeToEvent();
SpawnableEnemyInfo.DestroyEnemy(Owner, Enemies.Gobler);
SetState(State.None);
break;

View File

@ -0,0 +1,13 @@
using UnityEngine;
using UnityEngine.AI;
public static class PathAgentHandler {
public static void UpdatePositionIso(NavMeshAgent agent, Transform transform) {
if (agent.hasPath) {
Vector3 desired = agent.desiredVelocity;
Vector3 corrected = new Vector3(desired.x, desired.y * 0.5f, desired.z);
transform.position += corrected * Time.deltaTime;
}
agent.nextPosition = transform.position;
}
}

View File

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3bdf7048073baad42904575a6abed990

View File

@ -106,7 +106,7 @@ public class MeleeFighterClass : ClassBase {
}
if (!ChargingAnAttack && TimesUp || Player.IsJumping) {
if (!ChargingAnAttack && TimesUp || Player.Jump.Active) {
Player.MoveSpeedDampener = 1;
ChangeState(AttackState.None);
AttackAnimator?.MeleeResetKineticCharge();
@ -144,8 +144,8 @@ public class MeleeFighterClass : ClassBase {
if ((Time.time - Player.DashTime) <= 0.1f)
ChangeState(AttackState.PhaseCleave, 1.5f);
else if (Player.IsJumping) {
if (Player.ActionAfterJumpReady)
else if (Player.Jump.Active) {
if (Player.Jump.IsNonBlocking)
ChangeState(AttackState.Shockwave, 0);
} else
ChangeState(AttackState.PrepareBasicAttack1, 0.35f);
@ -176,7 +176,7 @@ public class MeleeFighterClass : ClassBase {
if (Player.IsDashing)
ChangeState(AttackState.None);
else if (Player.IsJumping)
else if (Player.Jump.Active)
ChangeState(AttackState.None);
else
ChangeState(AttackState.DrainEdge);
@ -228,7 +228,7 @@ public class MeleeFighterClass : ClassBase {
switch (CurrentState) {
case AttackState.None:
if (Player.IsDashing) {
} else if (Player.IsJumping) {
} else if (Player.Jump.Active) {
} else { }
break;
@ -236,7 +236,7 @@ public class MeleeFighterClass : ClassBase {
AnimationToPlay = "Shockwave";
Player.VfxShockwavePool.Get(Player.transform.position);
CreateHitBoxOffset(0, 5, 0.1f, 0.1f, (20 * DamageMultiplier) + DamageOffset, 20);
Player.IsJumping = false;
Player.Jump.Stop();
break;
case AttackState.BladeVortex:

View File

@ -0,0 +1,120 @@
using System;
using System.Collections;
using System.Data;
using System.Linq;
using Unity.VisualScripting;
using UnityEditor;
using UnityEngine;
[Serializable]
public class PlayerJumpHandler {
private Player Player;
public Transform Transform;
private Vector2 Position => Transform.position;
[Header("FakeZ and Jump Attributes")]
public float GroundFakeZ = 0;
public float CurrentFakeZ = 0;
public float Height = 2.5f;
public float AirTime = 0.7f;
public float FreeFallSpeedPerSec = 13.5f;
public bool Active { get; set; }
public bool Paused { get; set; }
public bool IsFalling => TimeElapsedNormalized > 0.5;
public bool IsFreeFalling => TimeElapsedNormalized > 1;
public float LastJump { get; private set; }
public float PauseTimeStamp { get; private set; }
public float PauseTime { get; private set; } = 0;
public float TimeElapsedNormalized => (Time.time - LastJump) / AirTime;
public float TimeLeftNormalized => 1 - TimeElapsedNormalized;
public bool IsNonBlocking => !Active || (Time.time - LastJump > 0.03f);
private int JumpCount = 0;
private float Yref = 0;
[Header("Jump Curve Parameters")]
public float a = 1.2f;
public float b = 1.4f;
public float c = 1;
public PlayerJumpHandler(Player player) {
Player = player;
Transform = player.transform.Find("Visuals").Find("CharacterPos");
player.DoUpdate += SetHeight;
}
private void SetHeight() {
if (!Active || Paused) return;
if (!IsFreeFalling) {
var shift = (TimeElapsedNormalized < 0.5) ? 0 : AirTime;
var elapsed = Math.Abs(TimeElapsedNormalized * AirTime - shift) / (AirTime / 2);
var min = Math.Min(elapsed, 1);
var t = Math.Max(min, 0);
var u = 1 - t;
var h1 = 4 * u * u * u * t * a;
var h2 = 4 * u * u * t * t * b;
var h3 = 4 * u * t * t * t * c;
var h4 = t * t * t * t;
var h = (Height * (h1 + h2 + h3 + h4)) / JumpCount + GroundFakeZ + Yref;
CurrentFakeZ = h;
} else {
Yref -= (TimeElapsedNormalized - 1) * FreeFallSpeedPerSec;
if (Yref < 0) Yref = 0;
CurrentFakeZ = Yref;
}
if (TimeLeftNormalized <= 0 && Yref == 0)
Stop();
else
SetTransformYPos(CurrentFakeZ);
}
public void Pause() {
if (!Active) return;
PauseTimeStamp = Time.time;
Paused = true;
}
public void Unpause() {
if (!Active) return;
PauseTime = Time.time - PauseTimeStamp;
LastJump = Time.time - (AirTime * TimeLeftNormalized);
Paused = false;
}
public void Start() {
if (JumpCount++ > 2) return;
if (Player.SkillInUse) return;
if (JumpCount > 1) {
var pos = Player.transform.position;
pos.y += Transform.localPosition.y - 0.7f;
Player.VfxAirJumpPool.Get(pos);
}
Yref = Transform.localPosition.y;
Active = true;
LastJump = Time.time;
PauseTime = 0;
}
public void Stop() {
Active = false;
JumpCount = 0;
SetTransformYPos(0);
}
public void SetTransformYPos(float yPos) {
var pos = Transform.localPosition;
pos.y = Math.Max(yPos, 0);
Transform.localPosition = pos;
Yref = Math.Min(Yref, pos.y);
}
}

View File

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 42b80d38baed14b479b3247bbb96334d

View File

@ -54,6 +54,8 @@ public class Player : MonoBehaviour {
[HideInInspector] public VfxHandlerBase VfxKineticSurgeHandler;
[SerializeField] private GameObject VfxShockwave;
[HideInInspector] public GameObjectPool VfxShockwavePool;
[SerializeField] private GameObject VfxAirJump;
[HideInInspector] public GameObjectPool VfxAirJumpPool;
private BoxCollider2D[] BoxColliders;
private bool LockMovement;
@ -63,14 +65,7 @@ public class Player : MonoBehaviour {
private Vector2 MoveDirection = Vector2.zero;
private Vector2 DashDirection = Vector2.zero;
public bool IsJumping { get; set; }
public float LastJumpTime { get; private set; }
public bool ActionAfterJumpReady {
get {
return (!IsJumping || (Time.time - LastJumpTime > 0.03f));
}
}
public PlayerJumpHandler Jump;
public bool IsDashing { get; private set; }
public float DashTime { get; private set; }
public bool CanDash { get; private set; } = true;
@ -78,32 +73,38 @@ public class Player : MonoBehaviour {
public bool SkillInUse = false;
private enum Directions { Left, Right, Up, Down }
void Awake() {
Instance = this;
Jump = new PlayerJumpHandler(this);
Builder = GetComponent<BuilderManager>();
VfxDashHandler = new VfxHandlerBase(VfxDash, 5, 5);
VfxKineticSurgeHandler = new VfxHandlerBase(VfxKineticSurge, 5, 5);
FighterClass = new MeleeFighterClass(this);
VfxShockwavePool = new GameObjectPool(VfxShockwave, 5, 5);
VfxAirJumpPool = new GameObjectPool(VfxAirJump, 5, 5);
BoxColliders = GetComponentsInChildren<BoxCollider2D>();
StaminaSliderHud.maxValue = StaminaMax;
SetClass(1);
}
public Action DoUpdate;
private void Update() {
KeyPressActions();
GatherInput();
UpdatePlayerStatus();
UpdateActiveClass();
DoUpdate?.Invoke();
}
private void GatherInput() {
if (LockMovement) return;
MoveDirection.x = Input.GetAxisRaw("Horizontal");
MoveDirection.y = Input.GetAxisRaw("Vertical") / 2;
MoveDirection.y = Input.GetAxisRaw("Vertical");
MoveDirection = MoveDirection.NormalizedIso();
if (MoveDirection.x != 0 || MoveDirection.y != 0)
PrevDirection = MoveDirection;
}
@ -111,8 +112,8 @@ public class Player : MonoBehaviour {
private void KeyPressActions() {
if (Input.GetKeyDown(KeyCode.LeftShift) || Input.GetKeyDown(KeyCode.RightShift)) {
DoDash();
} else if (!IsJumping && Input.GetKeyDown(KeyCode.Space)) {
Jump();
} else if (Input.GetKeyDown(KeyCode.Space)) {
Jump.Start();
} else if (Input.GetKeyDown(KeyCode.F1)) {
SetClass(0);
} else if (Input.GetKeyDown(KeyCode.F2)) {
@ -123,50 +124,27 @@ public class Player : MonoBehaviour {
SetClass(3);
}
if (Input.GetKeyDown(KeyCode.X)) ActiveClass.HandlePrimaryAttack();
else if (Input.GetKeyDown(KeyCode.C)) ActiveClass.HandleSecondaryAttack();
}
private void DoDash() {
if (!CanDash) return;
if (!ActionAfterJumpReady) return;
if (!Jump.IsNonBlocking) return;
if (LockMovement) return;
if (Stamina < 25) return;
Stamina -= 25;
CanDash = false;
IsDashing = true;
DashDirection = MoveDirection.normalized;
DashDirection = MoveDirection;
if (DashDirection == Vector2.zero) return;
DashSpeed = DashSpeedInitial;
if (IsJumping) {
if (Jump.Active) {
LockMovement = true;
DashSpeed /= 2;
}
}
private void Jump(bool setJumpTime = true) {
if (SkillInUse) return;
IsJumping = true;
if (setJumpTime) LastJumpTime = Time.time;
foreach (var col in BoxColliders)
col.enabled = false;
if (CoroutineJumpReset != null)
StopCoroutine(CoroutineJumpReset);
CoroutineJumpReset = StartCoroutine(ResetJumpAfterDelay());
MoveSpeedDampener = 2;
}
public Coroutine CoroutineJumpReset { get; private set; }
private IEnumerator ResetJumpAfterDelay() {
yield return new WaitForSeconds(JumpDelay);
foreach (var col in BoxColliders)
col.enabled = true;
IsJumping = false;
LockMovement = false;
MoveSpeedDampener = 1;
}
private void SetClass(int classIdx) {
Builder.SetBuildMode(classIdx == 3);
ActiveClass = FighterClass;
@ -220,16 +198,18 @@ public class Player : MonoBehaviour {
}
private void MovementUpdate() {
var movement = (MoveDirection.normalized * MoveSpeed) / MoveSpeedDampener;
var movement = (MoveDirection * MoveSpeed) / MoveSpeedDampener;
if (IsDashing) {
if (DashSpeed < (IsJumping ? 0.4f : 0.2f)) {
if (DashSpeed < (Jump.Active ? 0.4f : 0.2f)) {
DashSpeed = 0;
CanDash = true;
IsDashing = false;
LockMovement = false;
Jump.Unpause();
} else if (DashSpeed > (movement.magnitude * 2)) {
if (IsJumping) Jump(false);
Jump.Pause();
movement = DashDirection * DashSpeed;
if (IsJumping)
if (Jump.Active)
DashSpeed *= Mathf.Exp(-DashDecayRate * Time.deltaTime / 3);
else
DashSpeed *= Mathf.Exp(-DashDecayRate * Time.deltaTime);
@ -259,10 +239,9 @@ public class Player : MonoBehaviour {
else if (Mathf.Abs(input.y) > 0)
LastDirection = (input.y > 0) ? Direction.Up : Direction.Down;
if (SkillInUse) return ActiveClass.AnimationToPlay;
if (!IsJumping && input.sqrMagnitude < 0.01f) return "Idle";
if (IsJumping) return "Jump";
if (!Jump.Active && input.sqrMagnitude < 0.01f) return "Idle";
if (Jump.Active) return "Jump2";
return "Run";
}

View File

@ -21,13 +21,13 @@ EditorUserSettings:
value: 37434103
flags: 0
UnityEditor.ShaderGraph.Blackboard:
value: 18135939215a0a5004000b0e15254b524c030a3f2964643d120d1230e9e93a3fd6e826abbd3c3e302a07a37e0901373ae01e0008f707250d171df81a53a5405d41895ac825e0100ec20313c0d91cddccd3d0c7efcca9bd8d8c91f6a4a2a6b8afaca2fda9f9faa892e6edf38e9ccbddc18390ac86d4849395ea829f83f291cb918382d58697d7c5c6
value: 18135939215a0a5004000b0e15254b524c030a3f2964643d120d1230e9e93a3fd6e826abbd2e2d293c4ead313b08042de6030a0afa240c0d020be94c4baf5e435d8715fa32c70d15d11612dacc11fee5d3c5d1fe9ab1b28a9089f6a4a2a6b9a1a6a9f7a8f8fcae8ce8a2c182a6d8c2869bd1f5dc8e9c9b97ea9c819ffcca90898d86d598899ac5
flags: 0
UnityEditor.ShaderGraph.FloatingWindowsLayout2:
value: 181344140043005e1a220d3b1f364b524c0c5a27130c293326201334cee5322ca0bd30e8eb293a707b0fd0180b3d0a36fc0d3d04e649500d1002ee0b5dbd1d2c27c00ad113cb1e10e41f1addc80993b9859884a69ae6d8f0d1cda9e8fbfefaf9f9dea3fdb9ade882f0ffb0e1e380cafbf2c3adc18e9cd285a2908b81e9829c808a85d6818dd78a888ddef7d8eed2bee6c9f3f3c7dbf6caf8cecfceeb38ebfd3837353fa7a1a5
flags: 0
UnityEditor.ShaderGraph.InspectorWindow:
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vcSharedLogLevel:
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@ -9,7 +9,7 @@ onBoardingDoNotAskAgain = true
showPackageIndexes = false
showStatusBar = false
scopes = {
"last_search.66F56946" = "ui"
"last_search.66F56946" = ""
"OpenInspectorPreview.66F56946" = "0"
"currentGroup.66F56946" = "menu"
"picker_window_position_offset.075BCD15" = "127.3334;263.3333;320;550"