Added movement acceleration

This commit is contained in:
OverflowNarhoym
2022-02-22 17:43:05 +01:00
parent 51f44fc153
commit da4fc01a50
3 changed files with 333 additions and 413 deletions

View File

@@ -2,18 +2,21 @@ using System;
using Movement;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
using PlayerInput = Input.PlayerInput;
namespace Player
{
public class PlayerController : MonoBehaviour, IMovement, PlayerInput.IPlayerControlActions
{
private const float DefaultJumpForce = 10.0f;
private const float DefaultMass = 40.0f;
private const float DefaultSpeed = 500.0f;
private const float DefaultJumpForce = 25.0f;
private const float DefaultMass = 80.0f;
private const float MaxSpeed = 500.0f;
private const float DefaultAirSpeed = 300.0f;
private const float GravityScale = 5.0f;
private const float FallMultiplier = 3f;
private const float LowJumpMultiplier = 3f;
private const float FallMultiplier = 4.0f;
private const float LowJumpMultiplier = 10.0f;
private PlayerInput _controls;
private Rigidbody2D _playerRigidbody2D;
@@ -25,9 +28,11 @@ namespace Player
private bool _moveKeyPressed;
private bool _jumpKeyPressed;
private bool _isOnAir;
private float _xAxisValue;
public float speed;
private bool _isOnAir;
private bool _canJump;
private void Awake()
{
@@ -40,7 +45,9 @@ namespace Player
private void Start()
{
_playerRigidbody2D.mass = DefaultMass;
BaseSpeed = DefaultSpeed;
_playerRigidbody2D.gravityScale = GravityScale;
_canJump = true;
BaseSpeed = 0.0f;
}
private void OnEnable()
@@ -61,31 +68,41 @@ namespace Player
private void FixedUpdate()
{
switch (_playerRigidbody2D.velocity.y)
/*switch (_playerRigidbody2D.velocity.y)
{
case < 0:
_playerRigidbody2D.velocity +=
Vector2.up * (Physics2D.gravity.y * (FallMultiplier - 1) * Time.fixedDeltaTime);
break;
/*case > 0 and < 3:
print("We will go down" + i);
++i;
break;
case > 0 when !_jumpKeyPressed:
_playerRigidbody2D.velocity +=
Vector2.up * (Physics2D.gravity.y * (LowJumpMultiplier - 1) * Time.fixedDeltaTime);
break;
}
}*/
if (_moveKeyPressed)
Move(_xAxisValue);
else
_playerRigidbody2D.velocity = new Vector2(0.0f, _playerRigidbody2D.velocity.y);
//TODO prevent jumping while keep pressing the button
if (_jumpKeyPressed && _playerGroundTrigger.IsCollided)
if (_jumpKeyPressed && _canJump && _playerGroundTrigger.IsCollided)
Jump();
}
private void Update()
{
//TODO calculate is on air based on wall and ground triggers
_isOnAir = !_playerGroundTrigger.IsCollided;
RespawnCheck();
}
private void RespawnCheck()
{
if (gameObject.transform.position.y < -100)
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
// PAUSE METHODS
@@ -106,25 +123,48 @@ namespace Player
// MOVE METHODS
public float BaseSpeed { get; set; }
public float BaseSpeed
{
get => speed;
set
{
speed = value;
if (speed > MaxSpeed)
speed = MaxSpeed;
}
}
public void Move(float value)
{
_playerSpriteRenderer.flipX = _xAxisValue switch
switch (_xAxisValue)
{
< 0 => true,
> 0 => false,
_ => _playerSpriteRenderer.flipX
};
case < 0:
_playerSpriteRenderer.flipX = true;
break;
case > 0:
_playerSpriteRenderer.flipX = false;
break;
default:
_playerSpriteRenderer.flipX = _playerSpriteRenderer.flipX;
break;
}
if (!_isOnAir)
BaseSpeed += 40;
_playerRigidbody2D.velocity = new Vector2(BaseSpeed * _xAxisValue * Time.fixedDeltaTime,
_playerRigidbody2D.velocity.y);
}
private void DecelerationAfterMoving()
{
throw new NotImplementedException();
}
private void Jump()
{
//_playerRigidbody2D.velocity = new Vector2(_playerRigidbody2D.velocity.x, 0);
//_playerRigidbody2D.AddForce(Vector2.up.normalized * DefaultJumpForce * DefaultMass, ForceMode2D.Impulse);
_playerRigidbody2D.velocity = Vector2.up * DefaultJumpForce;
BaseSpeed = DefaultAirSpeed;
_playerRigidbody2D.velocity = Vector2.up.normalized * DefaultJumpForce;
_canJump = false;
}
private void Climb()
@@ -140,6 +180,7 @@ namespace Player
{
case true:
_moveKeyPressed = false;
BaseSpeed = 0;
break;
case false:
_moveKeyPressed = true;
@@ -154,6 +195,7 @@ namespace Player
{
case true:
_jumpKeyPressed = false;
_canJump = true;
break;
case false:
_jumpKeyPressed = true;