371 lines
11 KiB
C#
371 lines
11 KiB
C#
using System;
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using System.Collections;
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using System.Data;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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using static UnityEngine.EventSystems.EventTrigger;
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[SelectionBase]
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public class Player : MonoBehaviour {
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public static Player Instance { get; private set; }
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[Header("Asset/Prefab")]
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[SerializeField] public BuilderManager Builder;
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[Header("Movement")]
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[SerializeField] private Rigidbody2D Rigidbody;
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[SerializeField] public Animator Animator;
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[SerializeField] private SpriteRenderer Renderer;
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[Header("Character Class")]
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[SerializeField] private ParticleSystem Aura;
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[SerializeField] private GameObject[] ClassIndicators;
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private ClassBase ActiveClass;
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[SerializeField] private MeleeFighterClass FighterClass;
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public PlayerAttackAnimatorFactory AttackAnimator;
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[Header("Stamina")]
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[SerializeField] public float StaminaMax = 100;
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[SerializeField] public float Stamina = 0;
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[SerializeField] public float StaminaRegenPerSecond = 5;
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[SerializeField] public Slider StaminaSliderHud;
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[Header("Movement Attributes")]
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[SerializeField] public float MoveSpeed = 8;
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[SerializeField] public float MoveSpeedDampener = 1;
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[SerializeField] private float DashSpeedInitial = 200;
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[SerializeField] private float DashSpeed = 0;
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[SerializeField] private float DashDecayRate = 30;
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[SerializeField] private float DashDelay1 = 0.05f;
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[SerializeField] private float DashDelay2 = 0.05f;
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[SerializeField] private float DashCooldown = 0.1f;
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//[SerializeField] private float DriftSpeed = 60;
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//[SerializeField] private float DriftFactorial = 0.85f;
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[SerializeField] private float JumpDelay = 0.3f;
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[Header("VFX")]
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[SerializeField] private GameObject VfxDash;
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private VfxHandlerBase VfxDashHandler;
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[SerializeField] private GameObject VfxKineticSurge;
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[HideInInspector] public VfxHandlerBase VfxKineticSurgeHandler;
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[SerializeField] private GameObject VfxShockwave;
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[HideInInspector] public GameObjectPool VfxShockwavePool;
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private BoxCollider2D[] BoxColliders;
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private bool LockMovement;
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public Vector2 PrevDirection = Vector2.zero;
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private Vector2 MoveDirection = Vector2.zero;
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private Vector2 DashDirection = Vector2.zero;
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public bool IsJumping { get; set; }
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public float LastJumpTime { get; private set; }
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public bool ActionAfterJumpReady {
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get {
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return (!IsJumping || (Time.time - LastJumpTime > 0.03f));
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}
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}
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public bool IsDashing { get; private set; }
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public float DashTime { get; private set; }
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public bool CanDash { get; private set; } = true;
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public bool SkillInUse = false;
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private enum Directions { Left, Right, Up, Down }
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void Awake() {
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Instance = this;
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Builder = GetComponent<BuilderManager>();
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VfxDashHandler = new VfxHandlerBase(VfxDash, 5, 5);
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VfxKineticSurgeHandler = new VfxHandlerBase(VfxKineticSurge, 5, 5);
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FighterClass = new MeleeFighterClass(this);
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VfxShockwavePool = new GameObjectPool(VfxShockwave, 5, 5);
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BoxColliders = GetComponentsInChildren<BoxCollider2D>();
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StaminaSliderHud.maxValue = StaminaMax;
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SetClass(1);
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}
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private void Update() {
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KeyPressActions();
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GatherInput();
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UpdatePlayerStatus();
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UpdateActiveClass();
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}
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private void GatherInput() {
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if (LockMovement) return;
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MoveDirection.x = Input.GetAxisRaw("Horizontal");
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MoveDirection.y = Input.GetAxisRaw("Vertical");
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if (MoveDirection.x != 0 || MoveDirection.y != 0)
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PrevDirection = MoveDirection;
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}
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private void KeyPressActions() {
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if (Input.GetKeyDown(KeyCode.LeftShift) || Input.GetKeyDown(KeyCode.RightShift)) {
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DoDash();
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} else if (!IsJumping && Input.GetKeyDown(KeyCode.Space)) {
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Jump();
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} else if (Input.GetKeyDown(KeyCode.F1)) {
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SetClass(0);
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} else if (Input.GetKeyDown(KeyCode.F2)) {
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SetClass(1);
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} else if (Input.GetKeyDown(KeyCode.F3)) {
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SetClass(2);
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} else if (Input.GetKeyDown(KeyCode.F4)) {
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SetClass(3);
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}
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if (Input.GetKeyDown(KeyCode.X)) ActiveClass.HandlePrimaryAttack();
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else if (Input.GetKeyDown(KeyCode.C)) ActiveClass.HandleSecondaryAttack();
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}
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private void DoDash() {
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if (!CanDash) return;
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if (!ActionAfterJumpReady) return;
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if (LockMovement) return;
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if (Stamina < 25) return;
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Stamina -= 25;
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CanDash = false;
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IsDashing = true;
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DashDirection = MoveDirection.normalized;
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if (DashDirection == Vector2.zero) return;
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DashSpeed = DashSpeedInitial;
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if (IsJumping) {
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LockMovement = true;
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DashSpeed /= 2;
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}
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}
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private void Jump(bool setJumpTime = true) {
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if (SkillInUse) return;
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IsJumping = true;
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if (setJumpTime) LastJumpTime = Time.time;
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foreach (var col in BoxColliders)
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col.enabled = false;
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if (CoroutineJumpReset != null)
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StopCoroutine(CoroutineJumpReset);
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CoroutineJumpReset = StartCoroutine(ResetJumpAfterDelay());
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MoveSpeedDampener = 2;
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}
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public Coroutine CoroutineJumpReset { get; private set; }
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private IEnumerator ResetJumpAfterDelay() {
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yield return new WaitForSeconds(JumpDelay);
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foreach (var col in BoxColliders)
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col.enabled = true;
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IsJumping = false;
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LockMovement = false;
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MoveSpeedDampener = 1;
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}
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private void SetClass(int classIdx) {
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Builder.SetBuildMode(classIdx == 3);
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ActiveClass = FighterClass;
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foreach (var (indicator, i) in ClassIndicators.Select((obj, i) => (obj, i)))
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if (i != classIdx) {
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indicator.transform.localScale = Vector3.one;
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indicator.transform.rotation = Quaternion.identity;
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} else {
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indicator.transform.localScale = Vector3.one * 2;
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indicator.transform.rotation = Quaternion.AngleAxis(90, Vector3.forward);
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}
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RawImage image = ClassIndicators[classIdx].GetComponent<RawImage>();
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var main = Aura.main;
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main.startColor = image.color;
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}
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private void UpdatePlayerStatus() {
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if (Stamina == StaminaMax) return;
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Stamina = Mathf.Min(Stamina + StaminaRegenPerSecond * Time.deltaTime, StaminaMax);
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StaminaSliderHud.value = Stamina;
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}
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private void UpdateActiveClass() {
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if (ActiveClass == null) return;
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ActiveClass.Tick();
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if (ActiveClass.HitBoxDraw == null) return;
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if (!ActiveClass.HitBoxDraw.Active) return;
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Collider2D[] hits = Physics2D.OverlapCircleAll(ActiveClass.HitBoxDraw.Center, ActiveClass.HitBoxDraw.Radius);
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foreach (var hit in hits) {
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if (!hit.CompareTag("EnemyHurtBox")) continue;
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GameObject parent = hit.transform.parent?.gameObject;
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//EnemySpawnerData.EnemyMap[parent].TakeDamage(0, transform.position - parent.transform.position);
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EnemySpawnerData.EnemyMap[parent].TakeDamage(0, PrevDirection);
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}
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}
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private void FixedUpdate() {
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MovementUpdate();
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UpdateAnimation();
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}
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private void MovementUpdate() {
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var movement = (MoveDirection.normalized * MoveSpeed) / MoveSpeedDampener;
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if (IsDashing) {
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if (DashSpeed < (IsJumping ? 0.4f : 0.2f)) {
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DashSpeed = 0;
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CanDash = true;
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IsDashing = false;
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} else if (DashSpeed > (movement.magnitude * 2)) {
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if (IsJumping) Jump(false);
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movement = DashDirection * DashSpeed;
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if (IsJumping)
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DashSpeed *= Mathf.Exp(-DashDecayRate * Time.deltaTime / 3);
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else
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DashSpeed *= Mathf.Exp(-DashDecayRate * Time.deltaTime);
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} else {
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movement = ((DashDirection * DashSpeed) + movement) / 2;
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DashSpeed *= Mathf.Exp(-DashDecayRate * Time.deltaTime);
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}
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}
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Rigidbody.linearVelocity = movement;
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}
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private void UpdateAnimation() {
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string state = GetAnimationState(MoveDirection);
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if (state == "") return;
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if (state.Last() == '_')
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state = state.Replace("_", "");
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else
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state += LastDirection.ToString();
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Animator.CrossFade(state, 0);
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}
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public enum Direction { Up, Down, Left, Right }
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public Direction LastDirection = Direction.Down;
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private string GetAnimationState(Vector2 input) {
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if (Mathf.Abs(input.x) > 0)
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LastDirection = (input.x > 0) ? Direction.Right : Direction.Left;
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else if (Mathf.Abs(input.y) > 0)
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LastDirection = (input.y > 0) ? Direction.Up : Direction.Down;
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if (SkillInUse) return ActiveClass.AnimationToPlay;
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if (!IsJumping && input.sqrMagnitude < 0.01f) return "Idle";
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if (IsJumping) return "Jump";
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return "Run";
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}
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//[Header("Health Settings")]
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//public int maxHealth = 100;
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//public float invincibilityTime = 1f;
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//[Header("Knockback")]
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//public float knockbackForce = 5f;
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//private Rigidbody2D rb;
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//private PlayerHealth health;
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//void Start() {
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// rb = GetComponent<Rigidbody2D>();
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// health = new PlayerHealth(maxHealth, invincibilityTime);
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// health.OnTakeDamage += HandleDamage;
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// health.OnDeath += HandleDeath;
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// health.OnHeal += HandleHeal;
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//}
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//void HandleDamage(int damage, Vector2 hitDirection) {
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// Debug.Log($"Took {damage} damage from {hitDirection}. Remaining: {health.CurrentHealth}");
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// // Apply knockback
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// Vector2 knockDir = hitDirection.normalized;
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// rb.velocity = Vector2.zero; // cancel momentum before applying
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// rb.AddForce(knockDir * knockbackForce, ForceMode2D.Impulse);
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// // TODO: Play hit animation, flash sprite, etc.
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//}
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//void HandleHeal(int amount) {
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// Debug.Log($"Healed {amount}. Current HP: {health.CurrentHealth}");
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//}
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//void HandleDeath() {
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// Debug.Log("Player has died.");
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// // TODO: Trigger death animation, disable input, etc.
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//}
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//public void ReceiveHit(int damage, Vector2 hitOrigin) {
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// Vector2 hitDirection = (transform.position - (Vector3)hitOrigin).normalized;
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// health.TakeDamage(damage, hitDirection);
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//}
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//public void Heal(int amount) {
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// health.Heal(amount);
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//}
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public static Action GizmoTick;
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void OnDrawGizmos() {
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DrawPlayerDirection();
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GizmoTick?.Invoke();
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}
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public static void DrawWireSphere(Color color, Vector3 center, float radius) {
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Gizmos.color = color;
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Gizmos.DrawWireSphere(center, radius);
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}
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private void DrawPlayerDirection() {
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if (Rigidbody == null) Rigidbody = GetComponent<Rigidbody2D>();
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if (Rigidbody == null) return;
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Gizmos.color = Color.cyan;
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Vector3 start = Rigidbody.transform.position;
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Vector3 end = start + (Vector3)(Rigidbody.linearVelocity * 1);
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Gizmos.DrawLine(start, end);
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DrawArrowHead(end, (end - start).normalized);
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}
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void DrawArrowHead(Vector3 position, Vector3 direction) {
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float arrowHeadAngle = 20f;
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float arrowHeadLength = 0.25f;
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Vector3 right = Quaternion.Euler(0, 0, arrowHeadAngle) * -direction;
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Vector3 left = Quaternion.Euler(0, 0, -arrowHeadAngle) * -direction;
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Gizmos.DrawLine(position, position + right * arrowHeadLength);
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Gizmos.DrawLine(position, position + left * arrowHeadLength);
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}
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}
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