2022-02-25 12:36:45 +03:00
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using System;
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2022-02-23 13:47:46 +03:00
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using Movement;
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using UnityEngine;
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namespace Platforms
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{
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public class MovingPlatform : MonoBehaviour, IMovement
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{
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public float xOffset;
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public float yOffset;
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public float speed;
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private Vector3 _originalPos;
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private Vector3 _futurePos;
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private const float VerificationOffset = 0.04f;
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private bool _goingToFuturePos;
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private Rigidbody2D _platformRigidbody;
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private CollisionChecker _movingPlatformTrigger;
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private void Awake()
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{
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_platformRigidbody = GetComponent<Rigidbody2D>();
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_movingPlatformTrigger = GetComponentInChildren<CollisionChecker>();
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}
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private void Start()
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{
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_originalPos = transform.position;
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_futurePos = new Vector3(_originalPos.x + xOffset, _originalPos.y + yOffset, _originalPos.z);
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_goingToFuturePos = true;
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}
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private void FixedUpdate()
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{
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if (!IsPaused)
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Move(BaseSpeed);
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}
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// PAUSING METHODS
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public bool IsPaused { get; private set; }
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public void Pause()
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{
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IsPaused = true;
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_platformRigidbody.simulated = !IsPaused;
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}
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public void Resume()
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{
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IsPaused = false;
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_platformRigidbody.simulated = !IsPaused;
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}
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// MOVEMENT METHODS
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public float BaseSpeed { get; set; }
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public void Move(float value)
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{
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//var position = transform.position;
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switch (_goingToFuturePos)
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{
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case true:
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//_platformRigidbody.MovePosition(new Vector2(position.x + speed * GetDecision(xOffset),
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//position.y + speed * GetDecision(yOffset)));
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transform.position = Vector3.MoveTowards(transform.position, _futurePos, speed * Time.deltaTime);
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if (Math.Abs(_futurePos.x - transform.position.x) < VerificationOffset &&
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Math.Abs(_futurePos.y - transform.position.y) < VerificationOffset)
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_goingToFuturePos = false;
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break;
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case false:
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//_platformRigidbody.MovePosition(new Vector2(position.x + speed * -GetDecision(xOffset),
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//position.y + speed * -GetDecision(yOffset)));
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transform.position = Vector3.MoveTowards(transform.position, _originalPos, speed * Time.deltaTime);
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if (Math.Abs(_originalPos.x - transform.position.x) < VerificationOffset &&
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Math.Abs(_originalPos.y - transform.position.y) < VerificationOffset)
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_goingToFuturePos = true;
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break;
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}
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}
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private static float GetDecision(float value)
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{
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switch (value)
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{
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case < 0:
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return -1.0f;
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case > 0:
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return 1.0f;
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}
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return 0.0f;
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}
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private void OnCollisionEnter2D(Collision2D other)
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{
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if (other.gameObject.CompareTag("Player"))
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other.transform.SetParent(transform);
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}
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private void OnCollisionExit2D(Collision2D other)
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{
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if (other.gameObject.CompareTag("Player"))
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other.transform.SetParent(null);
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}
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}
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}
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