0.2.1
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README.md
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README.md
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# Movement (Work In Progress)
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## Dependencies
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1. [State Module](https://git.syntriax.com/Syntriax/State)
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2. [Trigger Module](https://git.syntriax.com/Syntriax/Trigger)
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3. [Factory Module](https://git.syntriax.com/Syntriax/Factory)
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## Installation
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### UPM
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1. Add the UPM registry. Click on the `Edit` menu, then select `Project settings...`, select `Package Manager`, and add a scoped registry:
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- Name: `Syntriax`
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- Url: `https://upm.syntriax.com`
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- Scopes:
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- `com.syntriax`
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Make sure to separately clone these modules along with this one too.
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The UPM registry also has proxies to OpenUPM, so you can add scopes from there too.
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### Manual
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1. Navigate into `Package Manager` and press on the `+` button, choose `Add package from git URL...` and add:
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- `https://git.syntriax.com/Syntriax/State`
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- `https://git.syntriax.com/Syntriax/Trigger`
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- `https://git.syntriax.com/Syntriax/Factory`
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- `https://git.syntriax.com/Syntriax/Movement`
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---
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### Dependencies
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1. [State Module (https://git.syntriax.com/Syntriax/State)](https://git.syntriax.com/Syntriax/State)
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2. [Trigger Module (https://git.syntriax.com/Syntriax/Trigger)](https://git.syntriax.com/Syntriax/Trigger)
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3. [Factory Module (https://git.syntriax.com/Syntriax/Factory)](https://git.syntriax.com/Syntriax/Factory)
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---
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@ -36,7 +53,7 @@ Make sure to separately clone these modules along with this one too.
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3. Add `MovementController` component to your Player `GameObject`
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4. Add `AirMovement1D` component to your Player `GameObject`
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5. Add `GroundMovement1D` component to your Player `GameObject` (make sure it's bellow `AirMovement1D`)
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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
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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
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7. Connect your inputs to the `MovementController` ([Example with Input System](#input-system-example))
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8. (Optional) Add a jumping script to see the effects better
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@ -9,8 +9,10 @@ namespace Syntriax.Modules.Movement
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protected IStateEnable stateEnable = null;
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protected IMovementController movementController = null;
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public float BaseSpeed { get; set; } = 1f;
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public float MovementMultiplier { get; set; } = 1f;
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[SerializeField] private float _baseSpeed = 1f;
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public float BaseSpeed { get => _baseSpeed; set => _baseSpeed = value; }
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[SerializeField] private float _movementMultiplier = 1f;
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public float MovementMultiplier { get => _movementMultiplier; set => _movementMultiplier = value; }
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public Action<bool> OnTakeOverStateChanged { get; set; } = null;
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@ -33,12 +33,8 @@ namespace Syntriax.Modules.Movement.Samples
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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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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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velocity.x *= .95f;
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rigid.velocity = velocity;
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}
|
|
@ -3,6 +3,7 @@ using UnityEngine;
|
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|
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namespace Syntriax.Modules.Movement.Samples
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{
|
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[System.Serializable]
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[RequireComponent(typeof(Rigidbody2D))]
|
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public class GroundMovement1D : MovementBase1D
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{
|
|
@ -0,0 +1,40 @@
|
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using System;
|
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using Syntriax.Modules.Trigger;
|
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using UnityEngine;
|
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|
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namespace Syntriax.Modules.Movement.Samples
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{
|
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public class MovementInputSample : MonoBehaviour
|
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{
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private IMovementController movementController = null;
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private Rigidbody2D rigid = null;
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private IGroundTrigger groundTrigger = null;
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private void Start()
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{
|
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movementController = GetComponent<IMovementController>();
|
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groundTrigger = GetComponentInChildren<IGroundTrigger>();
|
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rigid = GetComponent<Rigidbody2D>();
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}
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private Vector3 input = Vector3.zero;
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private void Update()
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{
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input = Vector3.zero;
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input.x = Input.GetAxis("Horizontal");
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input.y = Input.GetAxis("Vertical");
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movementController.Move(input);
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if (Input.GetKeyDown(KeyCode.Space) && groundTrigger.IsTrigerred)
|
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Jump();
|
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}
|
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|
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private void Jump()
|
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{
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Vector2 velocity = rigid.velocity;
|
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velocity.y = 10f;
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rigid.velocity = velocity;
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}
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@ -1,6 +1,6 @@
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{
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"name": "com.syntriax.movement",
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"version": "0.2.0",
|
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"version": "0.2.1",
|
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"displayName": "Movement Module",
|
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"description": "Dependends On:\nhttps://git.syntriax.com/Syntriax/State.git\nhttps://git.syntriax.com/Syntriax/Trigger.git\nhttps://git.syntriax.com/Syntriax/Factory.git",
|
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"unity": "2019.1",
|
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|
|
Loading…
Reference in New Issue