Action/Actions/PlatformerJump.cs

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using Syntriax.Modules.ToggleState;
using UnityEngine;
namespace Syntriax.Modules.Action
{
[RequireComponent(typeof(Rigidbody2D))]
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public class PlatformerJump : ActionBaseWithDeactivation
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{
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[SerializeField] private float jumpSpeed = 10f;
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public float JumpSpeed { get => jumpSpeed; set => jumpSpeed = value; }
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[SerializeField] private float fallThreshold = 0f;
public float FallThreshold { get => fallThreshold; set => fallThreshold = value; }
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[SerializeField] private float fallMultiplier = 1.5f;
public float FallMultiplier
{
get => fallMultiplier;
set => fallMultiplier = value * Time.fixedDeltaTime;
}
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[SerializeField] private float suspensionMultiplier = 1f;
public float SuspensionMultiplier
{
get => suspensionMultiplier;
set => suspensionMultiplier = value * Time.fixedDeltaTime;
}
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protected IToggleState gameObjectToggleState = null;
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protected bool airSuspension = false;
protected Rigidbody2D rigid = null;
protected virtual void Start()
{
rigid = GetComponent<Rigidbody2D>();
gameObjectToggleState = GetComponent<IToggleState>();
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FallMultiplier = fallMultiplier;
SuspensionMultiplier = suspensionMultiplier;
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}
protected virtual void FixedUpdate()
{
if (!ToggleState.IsToggledNullChecked() || !gameObjectToggleState.IsToggledNullChecked())
return;
if (rigid.velocity.y < FallThreshold)
ApplySuspension(SuspensionMultiplier);
else if (!airSuspension)
ApplySuspension(FallMultiplier);
}
protected virtual void ApplySuspension(float multiplier)
=> rigid.velocity += Physics2D.gravity * multiplier;
protected virtual void Jump()
{
Vector2 velocity = rigid.velocity;
velocity.y = JumpSpeed;
rigid.velocity = velocity;
}
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protected override void OnActionDeactivated()
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{
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if (!gameObjectToggleState.IsToggledNullChecked())
return;
airSuspension = false;
}
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protected override void OnActionActivated()
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{
if (!gameObjectToggleState.IsToggledNullChecked())
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return;
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Jump();
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airSuspension = true;
}
}
}