BGJ-2022.1/Assets/Scripts/Player/PlayerController.cs

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using System;
using Movement;
using UnityEngine;
using UnityEngine.InputSystem;
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using UnityEngine.SceneManagement;
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using PlayerInput = Input.PlayerInput;
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namespace Player
{
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public class PlayerController : MonoBehaviour, IMovement, PlayerInput.IPlayerControlActions
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{
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private const float DefaultJumpForce = 26.0f;
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private const float DefaultMass = 80.0f;
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private const float MaxSpeed = 700.0f;
private const float MaxAirSpeed = 500.0f;
private const float GravityScale = 6.0f;
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private const float AccelerationScale = 40.0f;
private const float DecelerationScale = 60.0f;
private const float RespawnLimit = -60.0f;
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//Took from tutorial : https://www.youtube.com/watch?v=7KiK0Aqtmzc
private const float FallMultiplier = 3.0f;
private const float LowJumpMultiplier = 40.0f;
//End of credits
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private PlayerInput _controls;
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private Rigidbody2D _playerRigidbody2D;
private SpriteRenderer _playerSpriteRenderer;
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private CollisionChecker _playerGroundTrigger;
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private CollisionChecker _playerInteractableTrigger;
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private CollisionChecker _playerWallTriggerLeft;
private CollisionChecker _playerWallTriggerRight;
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private Orientation _orientation;
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private bool _moveKeyPressed;
private bool _jumpKeyPressed;
private float _xAxisValue;
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private float _speed;
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private bool _isOnAir;
private bool _canJump;
private bool _afterMoving;
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private void Awake()
{
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_playerRigidbody2D = GetComponent<Rigidbody2D>();
_playerSpriteRenderer = GetComponent<SpriteRenderer>();
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_playerGroundTrigger = GameObject.Find("PlayerGroundTrigger").GetComponent<CollisionChecker>();
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_playerInteractableTrigger = GameObject.Find("PlayerInteractableTrigger").GetComponent<CollisionChecker>();
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_playerWallTriggerLeft = GameObject.Find("PlayerWallTriggerLeft").GetComponent<CollisionChecker>();
_playerWallTriggerRight = GameObject.Find("PlayerWallTriggerRight").GetComponent<CollisionChecker>();
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}
private void Start()
{
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_playerRigidbody2D.mass = DefaultMass;
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_playerRigidbody2D.gravityScale = GravityScale;
_orientation = gameObject.GetComponent<SpriteRenderer>().flipX switch
{
true => Orientation.Left,
false => Orientation.Right
};
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_canJump = true;
BaseSpeed = 0.0f;
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}
private void OnEnable()
{
if (_controls == null)
{
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_controls = new PlayerInput();
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_controls.PlayerControl.SetCallbacks(this);
}
_controls.PlayerControl.Enable();
}
private void OnDisable()
{
_controls.Disable();
}
private void FixedUpdate()
{
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//Took from tutorial : https://www.youtube.com/watch?v=7KiK0Aqtmzc
switch (_playerRigidbody2D.velocity.y)
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{
case < 0:
_playerRigidbody2D.velocity +=
Vector2.up * (Physics2D.gravity.y * (FallMultiplier - 1) * Time.fixedDeltaTime);
break;
case > 0 when !_jumpKeyPressed:
_playerRigidbody2D.velocity +=
Vector2.up * (Physics2D.gravity.y * (LowJumpMultiplier - 1) * Time.fixedDeltaTime);
break;
}
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//End of credits
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if (_moveKeyPressed)
Move(_xAxisValue);
else
_playerRigidbody2D.velocity = new Vector2(0.0f, _playerRigidbody2D.velocity.y);
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if (_jumpKeyPressed && _playerGroundTrigger.IsCollided && _canJump)
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Jump();
if (_afterMoving)
DecelerationAfterMoving();
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}
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private void Update()
{
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_isOnAir = !_playerGroundTrigger.IsCollided;
RespawnCheck();
}
private void RespawnCheck()
{
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if (gameObject.transform.position.y < RespawnLimit)
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SceneManager.LoadScene(SceneManager.GetActiveScene().name);
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}
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// PAUSE METHODS
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public bool IsPaused { get; private set; }
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public void Pause()
{
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IsPaused = true;
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_playerRigidbody2D.simulated = IsPaused;
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}
public void Resume()
{
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IsPaused = false;
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_playerRigidbody2D.simulated = IsPaused;
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}
// MOVE METHODS
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public float BaseSpeed
{
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get => _speed;
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set
{
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switch (_isOnAir)
{
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case false when value > MaxSpeed:
_speed = MaxSpeed;
break;
case true when value > MaxAirSpeed:
_speed = MaxAirSpeed;
break;
default:
{
if (value < 0)
_speed = 0;
else
_speed = value;
break;
}
}
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}
}
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public void Move(float value)
{
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switch (_xAxisValue)
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{
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case < 0:
_playerSpriteRenderer.flipX = true;
_orientation = Orientation.Left;
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//prevent player from sticking to wall while moving to its direction in the air
if (!_playerGroundTrigger.IsCollided && _playerWallTriggerLeft.IsCollided)
return;
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break;
case > 0:
_playerSpriteRenderer.flipX = false;
_orientation = Orientation.Right;
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//prevent player from sticking to wall while moving to its direction in the air
if (!_playerGroundTrigger.IsCollided && _playerWallTriggerRight.IsCollided)
return;
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break;
}
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BaseSpeed += AccelerationScale;
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_playerRigidbody2D.velocity = new Vector2(BaseSpeed * _xAxisValue * Time.fixedDeltaTime,
_playerRigidbody2D.velocity.y);
}
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private void DecelerationAfterMoving()
{
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BaseSpeed -= DecelerationScale;
_playerRigidbody2D.velocity = new Vector2(BaseSpeed * (int)_orientation * Time.fixedDeltaTime,
_playerRigidbody2D.velocity.y);
if (BaseSpeed == 0)
_afterMoving = false;
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}
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private void Jump()
{
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BaseSpeed = MaxAirSpeed;
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_playerRigidbody2D.velocity = Vector2.up * DefaultJumpForce;
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_canJump = false;
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}
private void Climb()
{
throw new NotImplementedException();
}
// INPUT HANDLING
public void OnMove(InputAction.CallbackContext context)
{
switch (context.canceled)
{
case true:
_moveKeyPressed = false;
_afterMoving = true;
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break;
case false:
_afterMoving = false;
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_moveKeyPressed = true;
_xAxisValue = context.ReadValue<float>();
break;
}
}
public void OnJump(InputAction.CallbackContext context)
{
switch (context.canceled)
{
case true:
_jumpKeyPressed = false;
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_canJump = true;
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break;
case false:
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if (_playerGroundTrigger.IsCollided)
_jumpKeyPressed = true;
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break;
}
}
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public void OnInteract(InputAction.CallbackContext context)
{
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if (_playerInteractableTrigger.IsCollided)
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{
}
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}
public void OnClimb(InputAction.CallbackContext context)
{
Climb();
}
private enum Orientation
{
Left = -1,
Right = 1
}
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}
}