This commit is contained in:
Syntriax 2023-03-21 16:31:20 +03:00
commit 28ad0be11b
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# Movement (Work In Progress)
## Dependencies
1. [State Module](https://git.syntriax.com/Syntriax/State)
2. [Trigger Module](https://git.syntriax.com/Syntriax/Trigger)
3. [Factory Module](https://git.syntriax.com/Syntriax/Factory)
## Installation
### UPM
1. Add the UPM registry. Click on the `Edit` menu, then select `Project settings...`, select `Package Manager`, and add a scoped registry:
- Name: `Syntriax`
- Url: `https://upm.syntriax.com`
- Scopes:
- `com.syntriax`
Make sure to separately clone these modules along with this one too.
The UPM registry also has proxies to OpenUPM, so you can add scopes from there too.
### Manual
1. Navigate into `Package Manager` and press on the `+` button, choose `Add package from git URL...` and add:
- `https://git.syntriax.com/Syntriax/State`
- `https://git.syntriax.com/Syntriax/Trigger`
- `https://git.syntriax.com/Syntriax/Factory`
- `https://git.syntriax.com/Syntriax/Movement`
---
### Dependencies
1. [State Module (https://git.syntriax.com/Syntriax/State)](https://git.syntriax.com/Syntriax/State)
2. [Trigger Module (https://git.syntriax.com/Syntriax/Trigger)](https://git.syntriax.com/Syntriax/Trigger)
3. [Factory Module (https://git.syntriax.com/Syntriax/Factory)](https://git.syntriax.com/Syntriax/Factory)
---
@ -36,7 +53,7 @@ Make sure to separately clone these modules along with this one too.
3. Add `MovementController` component to your Player `GameObject`
4. Add `AirMovement1D` component to your Player `GameObject`
5. Add `GroundMovement1D` component to your Player `GameObject` (make sure it's bellow `AirMovement1D`)
6. Add a new empty child `GameObject` and add `Box2DColliderTrigger` component to it and place and resize it under the player for ground detection, optionally you can set the `CollisionMask` field on it to make sure it only detects specific layers
6. Add a new empty child `GameObject` and add `Box2DGroundTrigger` & `GroundTrigger` component to it and place and resize it under the player for ground detection, optionally you can set the `CollisionMask` field on it to make sure it only detects specific layers
7. Connect your inputs to the `MovementController` ([Example with Input System](#input-system-example))
8. (Optional) Add a jumping script to see the effects better

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@ -9,8 +9,10 @@ namespace Syntriax.Modules.Movement
protected IStateEnable stateEnable = null;
protected IMovementController movementController = null;
public float BaseSpeed { get; set; } = 1f;
public float MovementMultiplier { get; set; } = 1f;
[SerializeField] private float _baseSpeed = 1f;
public float BaseSpeed { get => _baseSpeed; set => _baseSpeed = value; }
[SerializeField] private float _movementMultiplier = 1f;
public float MovementMultiplier { get => _movementMultiplier; set => _movementMultiplier = value; }
public Action<bool> OnTakeOverStateChanged { get; set; } = null;
private bool _canTakeOver = false;

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@ -33,12 +33,8 @@ namespace Syntriax.Modules.Movement.Samples
velocity.x += moveValue * Time.fixedDeltaTime;
if (moveValue != 0f)
{
if (Mathf.Abs(velocity.x) > Mathf.Abs(moveValue))
velocity.x = moveValue;
else if (Mathf.Abs(velocity.x - moveValue) > Mathf.Abs(moveValue))
velocity.x += moveValue * Time.fixedDeltaTime;
}
velocity.x *= .95f;
rigid.velocity = velocity;
}

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@ -3,6 +3,7 @@ using UnityEngine;
namespace Syntriax.Modules.Movement.Samples
{
[System.Serializable]
[RequireComponent(typeof(Rigidbody2D))]
public class GroundMovement1D : MovementBase1D
{

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using System;
using Syntriax.Modules.Trigger;
using UnityEngine;
namespace Syntriax.Modules.Movement.Samples
{
public class MovementInputSample : MonoBehaviour
{
private IMovementController movementController = null;
private Rigidbody2D rigid = null;
private IGroundTrigger groundTrigger = null;
private void Start()
{
movementController = GetComponent<IMovementController>();
groundTrigger = GetComponentInChildren<IGroundTrigger>();
rigid = GetComponent<Rigidbody2D>();
}
private Vector3 input = Vector3.zero;
private void Update()
{
input = Vector3.zero;
input.x = Input.GetAxis("Horizontal");
input.y = Input.GetAxis("Vertical");
movementController.Move(input);
if (Input.GetKeyDown(KeyCode.Space) && groundTrigger.IsTrigerred)
Jump();
}
private void Jump()
{
Vector2 velocity = rigid.velocity;
velocity.y = 10f;
rigid.velocity = velocity;
}
}
}

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{
"name": "com.syntriax.movement",
"version": "0.2.0",
"version": "0.2.1",
"displayName": "Movement Module",
"description": "Dependends On:\nhttps://git.syntriax.com/Syntriax/State.git\nhttps://git.syntriax.com/Syntriax/Trigger.git\nhttps://git.syntriax.com/Syntriax/Factory.git",
"unity": "2019.1",