Moving platform script

This commit is contained in:
OverflowNarhoym 2022-02-25 10:36:45 +01:00
parent f9776a81be
commit 545d0aa965
2 changed files with 182 additions and 10 deletions

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View File

@ -1,3 +1,4 @@
using System;
using Movement; using Movement;
using UnityEngine; using UnityEngine;
@ -5,19 +6,30 @@ namespace Platforms
{ {
public class MovingPlatform : MonoBehaviour, IMovement public class MovingPlatform : MonoBehaviour, IMovement
{ {
public float xOffeset; public float xOffset;
public float yOffset; public float yOffset;
private Rigidbody2D _platformRigidbody; private Vector3 _originalPos;
private Vector3 _futurePos;
private const float VerificationOffset = 0.04f;
private Vector3 _velocity = Vector3.zero; private bool _goingToFuturePos;
private Rigidbody2D _platformRigidbody;
private void Awake() private void Awake()
{ {
_platformRigidbody = GetComponent<Rigidbody2D>(); _platformRigidbody = GetComponent<Rigidbody2D>();
} }
private void FixedUpdate() private void Start()
{
_originalPos = transform.position;
_futurePos = new Vector3(_originalPos.x + xOffset, _originalPos.y + yOffset, _originalPos.z);
_goingToFuturePos = true;
}
private void Update()
{ {
if (!IsPaused) if (!IsPaused)
Move(BaseSpeed); Move(BaseSpeed);
@ -26,6 +38,7 @@ namespace Platforms
// PAUSING METHODS // PAUSING METHODS
public bool IsPaused { get; private set; } public bool IsPaused { get; private set; }
public void Pause() public void Pause()
{ {
IsPaused = true; IsPaused = true;
@ -44,10 +57,21 @@ namespace Platforms
public void Move(float value) public void Move(float value)
{ {
var position = transform.position; switch (_goingToFuturePos)
var targetPosition = new Vector3(position.x + xOffeset, position.y + yOffset, 0.0f); {
position = Vector3.SmoothDamp(position, targetPosition, ref _velocity, 1.0f, 1.0f); case true:
transform.position = position; transform.position += new Vector3(0.05f, 0, 0);
if (Math.Abs(_futurePos.x - transform.position.x) < VerificationOffset &&
Math.Abs(_futurePos.y - transform.position.y) < VerificationOffset)
_goingToFuturePos = false;
break;
case false:
transform.position += new Vector3(-0.05f, 0, 0);
if (Math.Abs(_originalPos.x - transform.position.x) < VerificationOffset &&
Math.Abs(_originalPos.y - transform.position.y) < VerificationOffset)
_goingToFuturePos = true;
break;
}
} }
} }
} }