Merge remote-tracking branch 'origin/Over' into Syntriax

This commit is contained in:
Syntriax 2022-02-23 11:43:30 +03:00
commit a030894ff3
6 changed files with 247 additions and 194 deletions

View File

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View File

@ -9,17 +9,20 @@ namespace Player
{ {
public class PlayerController : MonoBehaviour, IMovement, PlayerInput.IPlayerControlActions public class PlayerController : MonoBehaviour, IMovement, PlayerInput.IPlayerControlActions
{ {
private const float DefaultJumpForce = 25.0f; private const float DefaultJumpForce = 26.0f;
private const float DefaultMass = 80.0f; private const float DefaultMass = 80.0f;
private const float MaxSpeed = 500.0f; private const float MaxSpeed = 700.0f;
private const float DefaultAirSpeed = 300.0f; private const float MaxAirSpeed = 500.0f;
private const float GravityScale = 5.0f; private const float GravityScale = 6.0f;
private const float AccelerationScale = 40.0f; private const float AccelerationScale = 40.0f;
private const float DecelerationScale = 60.0f; private const float DecelerationScale = 60.0f;
private const float RespawnLimit = -60.0f; private const float RespawnLimit = -60.0f;
private const float FallMultiplier = 5.0f; //Took from tutorial : https://www.youtube.com/watch?v=7KiK0Aqtmzc
private const float LowJumpMultiplier = 20.0f; private const float FallMultiplier = 3.0f;
private const float LowJumpMultiplier = 40.0f;
//End of credits
private PlayerInput _controls; private PlayerInput _controls;
private Rigidbody2D _playerRigidbody2D; private Rigidbody2D _playerRigidbody2D;
@ -27,6 +30,8 @@ namespace Player
private CollisionChecker _playerGroundTrigger; private CollisionChecker _playerGroundTrigger;
private CollisionChecker _playerInteractableTrigger; private CollisionChecker _playerInteractableTrigger;
private CollisionChecker _playerWallTriggerLeft;
private CollisionChecker _playerWallTriggerRight;
private Orientation _orientation; private Orientation _orientation;
@ -34,7 +39,7 @@ namespace Player
private bool _jumpKeyPressed; private bool _jumpKeyPressed;
private float _xAxisValue; private float _xAxisValue;
public float speed; private float _speed;
private bool _isOnAir; private bool _isOnAir;
private bool _canJump; private bool _canJump;
@ -46,6 +51,8 @@ namespace Player
_playerSpriteRenderer = GetComponent<SpriteRenderer>(); _playerSpriteRenderer = GetComponent<SpriteRenderer>();
_playerGroundTrigger = GameObject.Find("PlayerGroundTrigger").GetComponent<CollisionChecker>(); _playerGroundTrigger = GameObject.Find("PlayerGroundTrigger").GetComponent<CollisionChecker>();
_playerInteractableTrigger = GameObject.Find("PlayerInteractableTrigger").GetComponent<CollisionChecker>(); _playerInteractableTrigger = GameObject.Find("PlayerInteractableTrigger").GetComponent<CollisionChecker>();
_playerWallTriggerLeft = GameObject.Find("PlayerWallTriggerLeft").GetComponent<CollisionChecker>();
_playerWallTriggerRight = GameObject.Find("PlayerWallTriggerRight").GetComponent<CollisionChecker>();
} }
private void Start() private void Start()
@ -81,6 +88,7 @@ namespace Player
private void FixedUpdate() private void FixedUpdate()
{ {
//Took from tutorial : https://www.youtube.com/watch?v=7KiK0Aqtmzc
switch (_playerRigidbody2D.velocity.y) switch (_playerRigidbody2D.velocity.y)
{ {
case < 0: case < 0:
@ -92,13 +100,14 @@ namespace Player
Vector2.up * (Physics2D.gravity.y * (LowJumpMultiplier - 1) * Time.fixedDeltaTime); Vector2.up * (Physics2D.gravity.y * (LowJumpMultiplier - 1) * Time.fixedDeltaTime);
break; break;
} }
//End of credits
if (_moveKeyPressed) if (_moveKeyPressed)
Move(_xAxisValue); Move(_xAxisValue);
else else
_playerRigidbody2D.velocity = new Vector2(0.0f, _playerRigidbody2D.velocity.y); _playerRigidbody2D.velocity = new Vector2(0.0f, _playerRigidbody2D.velocity.y);
if (_jumpKeyPressed && _canJump && _playerGroundTrigger.IsCollided) if (_jumpKeyPressed && _playerGroundTrigger.IsCollided && _canJump)
Jump(); Jump();
if (_afterMoving) if (_afterMoving)
@ -137,15 +146,26 @@ namespace Player
public float BaseSpeed public float BaseSpeed
{ {
get => speed; get => _speed;
set set
{ {
speed = speed switch switch (_isOnAir)
{ {
> MaxSpeed => MaxSpeed, case false when value > MaxSpeed:
< 0 => 0, _speed = MaxSpeed;
_ => value break;
}; case true when value > MaxAirSpeed:
_speed = MaxAirSpeed;
break;
default:
{
if (value < 0)
_speed = 0;
else
_speed = value;
break;
}
}
} }
} }
@ -156,17 +176,19 @@ namespace Player
case < 0: case < 0:
_playerSpriteRenderer.flipX = true; _playerSpriteRenderer.flipX = true;
_orientation = Orientation.Left; _orientation = Orientation.Left;
//prevent player from sticking to wall while moving to its direction in the air
if (!_playerGroundTrigger.IsCollided && _playerWallTriggerLeft.IsCollided)
return;
break; break;
case > 0: case > 0:
_playerSpriteRenderer.flipX = false; _playerSpriteRenderer.flipX = false;
_orientation = Orientation.Right; _orientation = Orientation.Right;
break; //prevent player from sticking to wall while moving to its direction in the air
default: if (!_playerGroundTrigger.IsCollided && _playerWallTriggerRight.IsCollided)
_playerSpriteRenderer.flipX = _playerSpriteRenderer.flipX; return;
break; break;
} }
if (!_isOnAir)
BaseSpeed += AccelerationScale; BaseSpeed += AccelerationScale;
_playerRigidbody2D.velocity = new Vector2(BaseSpeed * _xAxisValue * Time.fixedDeltaTime, _playerRigidbody2D.velocity = new Vector2(BaseSpeed * _xAxisValue * Time.fixedDeltaTime,
_playerRigidbody2D.velocity.y); _playerRigidbody2D.velocity.y);
@ -183,7 +205,7 @@ namespace Player
private void Jump() private void Jump()
{ {
BaseSpeed = DefaultAirSpeed; BaseSpeed = MaxAirSpeed;
_playerRigidbody2D.velocity = Vector2.up.normalized * DefaultJumpForce; _playerRigidbody2D.velocity = Vector2.up.normalized * DefaultJumpForce;
_canJump = false; _canJump = false;
} }
@ -220,6 +242,7 @@ namespace Player
_canJump = true; _canJump = true;
break; break;
case false: case false:
if (_playerGroundTrigger.IsCollided)
_jumpKeyPressed = true; _jumpKeyPressed = true;
break; break;
} }

View File

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