TowerDefenseGame/Assets/_GAME_/Player/Scripts/PlayerController.cs
2025-06-24 23:40:14 -07:00

125 lines
3.8 KiB
C#

using System;
using System.Collections;
using System.Linq;
using UnityEditor.VersionControl;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using static UnityEditor.PlayerSettings;
[SelectionBase]
public class Player : MonoBehaviour {
[Header("Movement Dependencies")]
[SerializeField] private Rigidbody2D RigidBody;
[SerializeField] private Animator Animator;
[SerializeField] private SpriteRenderer Renderer;
[Header("Character Class Dependencies")]
[SerializeField] private ParticleSystem Aura;
[SerializeField] private GameObject[] ClassIndicators;
[Header("Movement Attributes")]
[SerializeField] private float MoveSpeed = 4;
[SerializeField] private float DashMultiplier = 30;
[SerializeField] private float DriftSpeed = 30;
[SerializeField] private float DriftFactorial = 0.85f;
private Vector2 MoveDirection = Vector2.zero;
private Directions FaceDir = Directions.Down;
private bool isDashing;
private Vector2 DriftDirection = Vector2.zero;
private float Drift = 0;
private readonly int AnimMoveRight = Animator.StringToHash("Anim_Player_MoveRight");
private readonly int AnimIdleRight = Animator.StringToHash("Anim_Player_IdleRight");
private enum Directions { Left, Right, Up, Down }
private void Update() {
GatherInput();
KeyPressActions();
}
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);
}
}
private void Dash(Vector2 direction) {
if (Drift > 0.5f) return;
isDashing = true;
RigidBody.linearVelocity = direction.normalized * MoveSpeed * DashMultiplier;
DriftDirection = direction.normalized;
Drift = DriftSpeed;
isDashing = false;
}
private void SetClass(int classIdx) {
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;
print(Drift);
} else {
Drift = 0f;
}
}
private void CalculateFacingDirection() {
if (MoveDirection.x != 0)
if (MoveDirection.x < 0)
FaceDir = Directions.Left;
else
FaceDir = Directions.Right;
}
private void UpdateAnimation() {
Renderer.flipX = (FaceDir == Directions.Left);
Animator.CrossFade((MoveDirection.sqrMagnitude > 0) ? AnimMoveRight : AnimIdleRight, 0);
}
}