using System; using System.Collections; using System.Collections.Generic; using System.Linq; using Unity.VisualScripting; using UnityEditor; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; [SelectionBase] public class Player : MonoBehaviour { [Header("Asset/Prefab")] [SerializeField] public BuilderManager Builder; [Header("Movement")] [SerializeField] private Rigidbody2D RigidBody; [SerializeField] public Animator Animator; [SerializeField] private SpriteRenderer Renderer; [Header("Character Class")] [SerializeField] private ParticleSystem Aura; [SerializeField] private GameObject[] ClassIndicators; private ClassBase ActiveClass; [SerializeField] private MeleeFighterClass FighterClass; public AttackAnimatorFactory AttackAnimator; [Header("Movement Attributes")] [SerializeField] public float MoveSpeed = 8; [SerializeField] private float DashMultiplier = 60; [SerializeField] private float DriftSpeed = 60; [SerializeField] private float DriftFactorial = 0.85f; [Header("VFX")] [SerializeField] private GameObject VfxDash; private VfxHandlerBase VfxDashHandler; public Vector2 PrevDirection = Vector2.zero; private Vector2 MoveDirection = Vector2.zero; private Directions FaceDir = Directions.Down; public bool IsJumping { get; private set; } public bool IsDashing { get; private set; } public float DashTime { get; private set; } public Vector2 DriftDirection { get; private set; } = Vector2.zero; private float Drift = 0; private readonly int AnimMoveRight = Animator.StringToHash("Anim_Player_MoveRight"); private readonly int AnimIdleRight = Animator.StringToHash("Anim_Player_IdleRight"); public bool SkillInUse = false; //{ // get { return Animator.GetBool("SkillActive"); } // set { Animator.SetBool("SkillActive", value); } //} private enum Directions { Left, Right, Up, Down } void Awake() { Builder = GetComponent(); VfxDashHandler = new VfxHandlerBase(VfxDash, 5, 5); FighterClass = new MeleeFighterClass(this); SetClass(1); } private void Update() { GatherInput(); KeyPressActions(); ActiveClass.Tick(); } private void GatherInput() { MoveDirection.x = Input.GetAxisRaw("Horizontal"); MoveDirection.y = Input.GetAxisRaw("Vertical"); } private void KeyPressActions() { if (Input.GetKeyDown(KeyCode.LeftShift) || Input.GetKeyDown(KeyCode.RightShift)) { Dash(MoveDirection); } else if (Input.GetKeyDown(KeyCode.F1)) { SetClass(0); } else if (Input.GetKeyDown(KeyCode.F2)) { SetClass(1); } else if (Input.GetKeyDown(KeyCode.F3)) { SetClass(2); } else if (Input.GetKeyDown(KeyCode.F4)) { SetClass(3); } if (Input.GetMouseButtonDown(0)) ActiveClass.HandleLMB(); else if (Input.GetMouseButtonDown(1)) ActiveClass.HandleRMB(); } private void Dash(Vector2 direction) { if (SkillInUse) return; if (Drift > 0.5f) return; IsDashing = true; DashTime = Time.time; RigidBody.linearVelocity = direction.normalized * MoveSpeed * DashMultiplier; 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 = DriftSpeed; IsDashing = false; } private void SetClass(int classIdx) { Builder.SetBuildMode(classIdx == 3); ActiveClass = FighterClass; foreach (var (indicator, i) in ClassIndicators.Select((obj, i) => (obj, i))) if (i != classIdx) { indicator.transform.localScale = Vector3.one; indicator.transform.rotation = Quaternion.identity; } else { indicator.transform.localScale = Vector3.one * 2; indicator.transform.rotation = Quaternion.AngleAxis(90, Vector3.forward); } RawImage image = ClassIndicators[classIdx].GetComponent(); var main = Aura.main; main.startColor = image.color; } private void FixedUpdate() { MovementUpdate(); CalculateFacingDirection(); UpdateAnimation(); } private void MovementUpdate() { if (IsDashing) return; RigidBody.linearVelocity = MoveDirection.normalized * MoveSpeed; if (Drift > 0.2f) { RigidBody.linearVelocity += DriftDirection * Drift; Drift *= DriftFactorial; } else { Drift = 0f; } } 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() == '_') state = state.Replace("_", ""); else state += LastDirection.ToString(); Animator.CrossFade(state, 0); } private enum Direction { Up, Down, Left, Right } private Direction LastDirection = Direction.Down; private string GetAnimationState(Vector2 input) { if (SkillInUse) return ActiveClass.AnimationToPlay; if (input.sqrMagnitude < 0.01f) { return "Idle"; //return LastDirection switch { // Direction.Up => "IdleUp", // Direction.Down => "IdleDown", // Direction.Left => "IdleLeft", // Direction.Right => "IdleRight", // _ => "IdleDown" //}; } if (Mathf.Abs(input.x) > Mathf.Abs(input.y)) { LastDirection = (input.x > 0) ? Direction.Right : Direction.Left; } else { LastDirection = (input.y > 0) ? Direction.Up : Direction.Down; } return "Run"; return LastDirection switch { Direction.Up => "RunUp", Direction.Down => "RunDown", Direction.Left => "RunLeft", Direction.Right => "RunRight", _ => "RunDown" }; } void OnDrawGizmos() { } }