Action/Samples/PlatformerJump.cs

83 lines
2.5 KiB
C#

using Syntriax.Modules.State;
using UnityEngine;
namespace Syntriax.Modules.Action.Samples
{
[RequireComponent(typeof(Rigidbody2D))]
public class PlatformerJump : ActionWithDeactivation
{
[SerializeField] private float jumpSpeed = 10f;
public float JumpSpeed { get => jumpSpeed; set => jumpSpeed = value; }
[SerializeField] private float fallThreshold = 0f;
public float FallThreshold { get => fallThreshold; set => fallThreshold = value; }
[SerializeField] private float fallMultiplier = 1.5f;
public float FallMultiplier
{
get => fallMultiplier;
set => fallMultiplier = value * Time.fixedDeltaTime;
}
[SerializeField] private float suspensionMultiplier = 1f;
public float SuspensionMultiplier
{
get => suspensionMultiplier;
set => suspensionMultiplier = value * Time.fixedDeltaTime;
}
protected IStateEnable gameObjectStateEnable = null;
protected bool airSuspension = false;
protected Rigidbody2D rigid = null;
protected virtual void Start()
{
rigid = GetComponent<Rigidbody2D>();
gameObjectStateEnable = GetComponent<IStateEnable>();
FallMultiplier = fallMultiplier;
SuspensionMultiplier = suspensionMultiplier;
OnActivated += _ => OnActionDeactivated();
OnDeactivated += _ => OnActionActivated();
}
protected virtual void FixedUpdate()
{
if (!StateEnable.IsEnabledNullChecked() || !gameObjectStateEnable.IsEnabledNullChecked())
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;
}
protected void OnActionDeactivated()
{
if (!gameObjectStateEnable.IsEnabledNullChecked())
return;
airSuspension = false;
}
protected void OnActionActivated()
{
if (!gameObjectStateEnable.IsEnabledNullChecked())
return;
Jump();
airSuspension = true;
}
}
}