2021-12-23 12:41:01 +03:00
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using Syntriax.Modules.Movement.ColliderCheck;
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using UnityEngine;
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namespace Syntriax.Modules.Movement
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{
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[RequireComponent(typeof(Rigidbody2D))]
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public class OneDimensional2DAirMovement : MonoBehaviour, IMovement, IState
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{
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private IGroundCheck groundCheck = null;
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private Rigidbody2D rigid = null;
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private float moveValue = 0f;
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public bool IsActive => StateEnabled && !groundCheck.IsCollided();
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public bool StateEnabled { get; set; } = true;
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2022-02-19 16:02:38 +03:00
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public float BaseSpeed { get; set; } = 1f;
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2021-12-23 13:41:32 +03:00
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public float MovementMultiplier { get; set; } = 1f;
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2021-12-23 12:41:01 +03:00
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private void Start()
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{
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rigid = GetComponent<Rigidbody2D>();
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groundCheck = GetComponentInChildren<IGroundCheck>();
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}
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private void FixedUpdate()
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{
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if (!IsActive)
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return;
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ApplyMovement();
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}
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private void ApplyMovement()
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{
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Vector2 velocity = rigid.velocity;
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velocity.x += moveValue * Time.fixedDeltaTime;
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if (moveValue != 0f)
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{
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if (Mathf.Abs(velocity.x) > Mathf.Abs(moveValue))
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velocity.x = moveValue;
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else if (Mathf.Abs(velocity.x - moveValue) > Mathf.Abs(moveValue))
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velocity.x += moveValue * Time.fixedDeltaTime;
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}
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rigid.velocity = velocity;
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}
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public void Move(float x = 0, float y = 0, float z = 0)
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{
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2021-12-23 13:41:32 +03:00
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moveValue = x * MovementMultiplier;
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2021-12-23 12:41:01 +03:00
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}
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}
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}
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