TowerDefenseGame/Assets/Scripts/Runtime/Characters/Player/PlayerMainController.cs

202 lines
5.7 KiB
C#

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<BuilderManager>();
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<RawImage>();
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);
Animator.CrossFade($"{state}{LastDirection.ToString()}", 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() {
}
}