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

170 lines
5.0 KiB
C#

using System;
using Movement;
using UnityEngine;
using UnityEngine.InputSystem;
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 FallMultiplier = 3f;
private const float LowJumpMultiplier = 3f;
private PlayerInput _controls;
private Rigidbody2D _playerRigidbody2D;
private SpriteRenderer _playerSpriteRenderer;
private CollisionChecker _playerGroundTrigger;
private CollisionChecker _playerInteractableTrigger;
private bool _moveKeyPressed;
private bool _jumpKeyPressed;
private bool _isOnAir;
private float _xAxisValue;
private void Awake()
{
_playerRigidbody2D = GetComponent<Rigidbody2D>();
_playerSpriteRenderer = GetComponent<SpriteRenderer>();
_playerGroundTrigger = GameObject.Find("PlayerGroundTrigger").GetComponent<CollisionChecker>();
_playerInteractableTrigger = GameObject.Find("PlayerInteractableTrigger").GetComponent<CollisionChecker>();
}
private void Start()
{
_playerRigidbody2D.mass = DefaultMass;
BaseSpeed = DefaultSpeed;
}
private void OnEnable()
{
if (_controls == null)
{
_controls = new PlayerInput();
_controls.PlayerControl.SetCallbacks(this);
}
_controls.PlayerControl.Enable();
}
private void OnDisable()
{
_controls.Disable();
}
private void FixedUpdate()
{
switch (_playerRigidbody2D.velocity.y)
{
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;
}
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)
Jump();
}
private void Update()
{
//TODO calculate is on air based on wall and ground triggers
}
// PAUSE METHODS
public bool IsPaused { get; private set; }
public void Pause()
{
IsPaused = true;
_playerRigidbody2D.simulated = IsPaused;
}
public void Resume()
{
IsPaused = false;
_playerRigidbody2D.simulated = IsPaused;
}
// MOVE METHODS
public float BaseSpeed { get; set; }
public void Move(float value)
{
_playerSpriteRenderer.flipX = _xAxisValue switch
{
< 0 => true,
> 0 => false,
_ => _playerSpriteRenderer.flipX
};
_playerRigidbody2D.velocity = new Vector2(BaseSpeed * _xAxisValue * Time.fixedDeltaTime,
_playerRigidbody2D.velocity.y);
}
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;
}
private void Climb()
{
throw new NotImplementedException();
}
// INPUT HANDLING
public void OnMove(InputAction.CallbackContext context)
{
switch (context.canceled)
{
case true:
_moveKeyPressed = false;
break;
case false:
_moveKeyPressed = true;
_xAxisValue = context.ReadValue<float>();
break;
}
}
public void OnJump(InputAction.CallbackContext context)
{
switch (context.canceled)
{
case true:
_jumpKeyPressed = false;
break;
case false:
_jumpKeyPressed = true;
break;
}
}
public void OnInteract(InputAction.CallbackContext context)
{
if (_playerInteractableTrigger.IsCollided)
throw new NotImplementedException();
}
}
}