diff --git a/Assets/Scripts/Runtime/Characters/Player/PlayerMainController.cs b/Assets/Scripts/Runtime/Characters/Player/PlayerMainController.cs index 0dcb03d..bcf2de8 100644 --- a/Assets/Scripts/Runtime/Characters/Player/PlayerMainController.cs +++ b/Assets/Scripts/Runtime/Characters/Player/PlayerMainController.cs @@ -1,4 +1,5 @@ using System.Collections; +using System.Data; using System.Linq; using UnityEditor; using UnityEngine; @@ -22,6 +23,13 @@ public class Player : MonoBehaviour { [SerializeField] private MeleeFighterClass FighterClass; public AttackAnimatorFactory AttackAnimator; + [Header("Stamina")] + [SerializeField] public float StaminaMax = 100; + [SerializeField] public float Stamina = 0; + [SerializeField] public float StaminaRegenPerSecond = 5; + [SerializeField] public Slider StaminaSliderHud; + + [Header("Movement Attributes")] [SerializeField] public float MoveSpeed = 8; [SerializeField] public float MoveSpeedDampener = 1; @@ -49,22 +57,18 @@ public class Player : MonoBehaviour { public Vector2 PrevDirection = Vector2.zero; private Vector2 MoveDirection = Vector2.zero; private Vector2 DashDirection = Vector2.zero; - private Directions FaceDir = Directions.Down; public bool IsJumping { get; set; } public float LastJumpTime { get; private set; } - public Coroutine CoroutineJumpReset { get; private set; } public bool ActionAfterJumpReady { - get { - return (!IsJumping || (Time.time - LastJumpTime > 0.07f)); + get { + return (!IsJumping || (Time.time - LastJumpTime > 0.03f)); } } public bool IsDashing { get; private set; } public float DashTime { get; private set; } public bool CanDash { get; private set; } = true; - public Vector2 DriftDirection { get; private set; } = Vector2.zero; - private float Drift = 0; public bool SkillInUse = false; private enum Directions { Left, Right, Up, Down } @@ -77,12 +81,14 @@ public class Player : MonoBehaviour { FighterClass = new MeleeFighterClass(this); VfxShockwavePool = new GameObjectPool(VfxShockwave, 5, 5); BoxColliders = GetComponentsInChildren(); + StaminaSliderHud.maxValue = StaminaMax; SetClass(1); } private void Update() { KeyPressActions(); GatherInput(); + UpdatePlayerStatus(); ActiveClass.Tick(); } @@ -114,63 +120,15 @@ public class Player : MonoBehaviour { private void DoDash() { if (!CanDash) return; if (!ActionAfterJumpReady) return; + if (Stamina < 25) return; + Stamina -= 25; CanDash = false; IsDashing = true; DashDirection = MoveDirection.normalized; + if (DashDirection == Vector2.zero) return; DashSpeed = DashSpeedInitial; - //StartCoroutine(DoDash(MoveDirection)); } - private void Dash(Vector2 direction) { - if (direction == Vector2.zero) return; - //if (Drift > 0.5f) return; - if (!ActionAfterJumpReady) return; - IsDashing = true; - DashTime = Time.time; - - - //Rigidbody.linearVelocity = direction.normalized * speed; - float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg + 180; - if (direction.normalized != Vector2.zero) - VfxDashHandler.PlayAll(this.transform.position, Quaternion.Euler(0f, 0f, angle)); - DriftDirection = direction.normalized; - //Drift = speed; - //Rigidbody.AddForce(direction * speed, ForceMode2D.Impulse); - - //Rigidbody.AddForce(direction.normalized * speed, ForceMode.Acceleration); - IsDashing = false; - } - - IEnumerator DoDash(Vector2 direction) { - - var startTime = Time.time; - var speed = MoveSpeed * DashSpeedInitial / MoveSpeedDampener; - //if (IsJumping) speed /= 2; - Rigidbody.linearVelocity = Vector2.zero; - //Rigidbody.AddForce(direction * speed, ForceMode2D.Impulse); - var mag = (direction.normalized * speed).magnitude; - Rigidbody.linearVelocity = direction.normalized * speed; - var isJumping = IsJumping; - - if (isJumping) Jump(); - while ((Time.time - startTime) < DashDelay1) - yield return null; - //yield return new WaitForSeconds(DashDelay1); - Rigidbody.linearVelocity = Vector2.zero; - var endTime = Time.time; - Debug.Log($"[{Mathf.Abs(mag):0.00}] Time elapsed {(endTime - startTime):0.000}"); - - yield return new WaitForSeconds(DashDelay2); - IsDashing = false; - - yield return new WaitForSeconds(DashCooldown); - while (IsJumping) - yield return null; - - CanDash = true; - } - - private void Jump() { if (SkillInUse) return; IsJumping = true; @@ -180,10 +138,10 @@ public class Player : MonoBehaviour { if (CoroutineJumpReset != null) StopCoroutine(CoroutineJumpReset); CoroutineJumpReset = StartCoroutine(ResetJumpAfterDelay()); - //Rigidbody.AddForce(MoveDirection.normalized * MoveSpeed / 2, ForceMode2D.Force); MoveSpeedDampener = 2; } + public Coroutine CoroutineJumpReset { get; private set; } private IEnumerator ResetJumpAfterDelay() { yield return new WaitForSeconds(JumpDelay); foreach (var col in BoxColliders) @@ -211,6 +169,11 @@ public class Player : MonoBehaviour { } + private void UpdatePlayerStatus() { + if (Stamina == StaminaMax) return; + Stamina = Mathf.Min(Stamina + StaminaRegenPerSecond * Time.deltaTime, StaminaMax); + StaminaSliderHud.value = Stamina; + } @@ -221,17 +184,11 @@ public class Player : MonoBehaviour { private void FixedUpdate() { MovementUpdate(); - CalculateFacingDirection(); UpdateAnimation(); } private void MovementUpdate() { - //if (IsJumping && !IsDashing) { - // Rigidbody.AddForce(MoveDirection.normalized * MoveSpeed / 5, ForceMode2D.Force); - // return; - //} var movement = (MoveDirection.normalized * MoveSpeed) / MoveSpeedDampener; - //var movement = MoveDirection.normalized * MoveSpeed; if (IsDashing) { if (DashSpeed < 0.2f) { DashSpeed = 0; @@ -249,15 +206,6 @@ public class Player : MonoBehaviour { Rigidbody.linearVelocity = movement; } - - private void CalculateFacingDirection() { - if (MoveDirection.x != 0) - if (MoveDirection.x < 0) - FaceDir = Directions.Left; - else - FaceDir = Directions.Right; - } - private void UpdateAnimation() { string state = GetAnimationState(MoveDirection); if (state.Last() == '_') diff --git a/UserSettings/Layouts/CurrentMaximizeLayout.dwlt b/UserSettings/Layouts/CurrentMaximizeLayout.dwlt index 6b32a01..4abe023 100644 --- a/UserSettings/Layouts/CurrentMaximizeLayout.dwlt +++ b/UserSettings/Layouts/CurrentMaximizeLayout.dwlt @@ -24,7 +24,7 @@ MonoBehaviour: m_MinSize: {x: 300, y: 150} m_MaxSize: {x: 24288, y: 24288} vertical: 0 - 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