83 lines
2.5 KiB
C#
83 lines
2.5 KiB
C#
using Syntriax.Modules.State;
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using UnityEngine;
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namespace Syntriax.Modules.Action.Samples
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{
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[RequireComponent(typeof(Rigidbody2D))]
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public class PlatformerJump : ActionWithDeactivation
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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;
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public float FallThreshold { get => fallThreshold; set => fallThreshold = value; }
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[SerializeField] private float fallMultiplier = 1.5f;
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public float FallMultiplier
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{
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get => fallMultiplier;
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set => fallMultiplier = value * Time.fixedDeltaTime;
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}
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[SerializeField] private float suspensionMultiplier = 1f;
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public float SuspensionMultiplier
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{
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get => suspensionMultiplier;
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set => suspensionMultiplier = value * Time.fixedDeltaTime;
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}
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protected IStateEnable gameObjectStateEnable = null;
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protected bool airSuspension = false;
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protected Rigidbody2D rigid = null;
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protected virtual void Start()
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{
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rigid = GetComponent<Rigidbody2D>();
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gameObjectStateEnable = GetComponent<IStateEnable>();
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FallMultiplier = fallMultiplier;
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SuspensionMultiplier = suspensionMultiplier;
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OnActivated += _ => OnActionDeactivated();
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OnDeactivated += _ => OnActionActivated();
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}
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protected virtual void FixedUpdate()
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{
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if (!StateEnable.IsEnabledNullChecked() || !gameObjectStateEnable.IsEnabledNullChecked())
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return;
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if (rigid.velocity.y < FallThreshold)
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ApplySuspension(SuspensionMultiplier);
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else if (!airSuspension)
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ApplySuspension(FallMultiplier);
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}
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protected virtual void ApplySuspension(float multiplier)
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=> rigid.velocity += Physics2D.gravity * multiplier;
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protected virtual void Jump()
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{
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Vector2 velocity = rigid.velocity;
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velocity.y = JumpSpeed;
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rigid.velocity = velocity;
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}
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protected void OnActionDeactivated()
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{
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if (!gameObjectStateEnable.IsEnabledNullChecked())
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return;
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airSuspension = false;
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}
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protected void OnActionActivated()
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{
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if (!gameObjectStateEnable.IsEnabledNullChecked())
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return;
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Jump();
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airSuspension = true;
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}
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}
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}
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