70 lines
1.8 KiB
C#
70 lines
1.8 KiB
C#
using Syntriax.Modules.Movement.ColliderCheck;
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using UnityEngine;
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namespace Syntriax.Modules.Movement.SpecialAction
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{
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[RequireComponent(typeof(Rigidbody2D))]
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public class PlatformerJump : MonoBehaviour, ISpecialActionActivate, ISpecialActionDeactivate, IState
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{
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public float JumpSpeed { get; set; } = 0f;
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public bool StateEnabled { get; set; } = true;
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private bool airSuspension = false;
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private float fallMultiplier = 0f;
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private float suspensionMultiplier = 0f;
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private IGroundCheck groundCheck = null;
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private Rigidbody2D rigid = null;
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private void Awake()
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{
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JumpSpeed = 10f;
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fallMultiplier = 1.5f * Time.fixedDeltaTime;
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suspensionMultiplier = 1f * Time.fixedDeltaTime;
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}
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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 (!StateEnabled)
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return;
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if (rigid.velocity.y < 0f)
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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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private void ApplySuspension(float multiplier)
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{
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rigid.velocity += Physics2D.gravity * multiplier;
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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 = JumpSpeed;
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rigid.velocity = velocity;
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}
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public void OnActivation()
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{
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if (groundCheck.IsCollided())
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Jump();
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airSuspension = true;
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}
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public void OnDeactivation()
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{
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airSuspension = false;
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}
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}
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}
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