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using System.Collections; | |
using UnityEngine; | |
using UnityEngine.Events; | |
using UnityEngine.InputSystem; | |
[RequireComponent(typeof(Rigidbody))] | |
public class PlayerController : MonoBehaviour | |
{ | |
public Rigidbody RigidBody => rigidBody; | |
private Rigidbody rigidBody; | |
private Vector2 movementInput = new Vector2(); | |
public Vector2 MovementInput { get { return movementInput; } private set { } } | |
[SerializeField] private float moveForce; | |
public float MoveForce { get { return moveForce; } } | |
[Space] | |
[SerializeField] private float jumpForce; | |
[SerializeField] private float floorRayLength; | |
[SerializeField] private LayerMask groundLayer; | |
private bool isJumping = false; | |
[Space] | |
[SerializeField] private float dashForce; | |
public float DashForce { get { return dashForce; } } | |
[SerializeField] private float dashCooldown; | |
[SerializeField] private UnityEvent onDash; | |
private bool isDashing; | |
private Coroutine dashCooldownCoroutine; | |
public float DashCooldown { get { return dashCooldown; } } | |
[SerializeField] private bool isAlive = true; | |
public bool IsAlive { get { return isAlive;} set { isAlive = value; } } | |
public int PlayerNumber { get; set; } | |
[SerializeField] private AnimatedHamster animatedHamster; | |
public AnimatedHamster AnimatedHamster => animatedHamster; | |
[SerializeField] private LockRotation lockRotation; | |
public LockRotation LockRotation => lockRotation; | |
private Vector3 bufferedVelocity; | |
public Vector3 BufferedVelocity { get { return bufferedVelocity; } } | |
private void Awake() | |
{ | |
DontDestroyOnLoad(gameObject); | |
rigidBody = GetComponent<Rigidbody>(); | |
} | |
private void Start() | |
{ | |
StartCoroutine(DoBufferVelocity()); | |
} | |
public void OnMove(InputAction.CallbackContext context) | |
{ | |
movementInput = context.ReadValue<Vector2>(); | |
} | |
public void OnJump(InputAction.CallbackContext context) | |
{ | |
isJumping = context.action.triggered; | |
} | |
public void OnDash(InputAction.CallbackContext context) | |
{ | |
isDashing = context.action.triggered; | |
} | |
private void FixedUpdate() | |
{ | |
if (!isAlive) | |
{ | |
// Attempt at fixing the jump bug that can occur at the start of the game | |
isJumping = false; | |
isDashing = false; | |
return; | |
} | |
// move | |
Vector3 moveForceVector = new Vector3(movementInput.x, 0, movementInput.y) * moveForce; | |
rigidBody.AddForce(moveForceVector); | |
// dash | |
if (isDashing && dashCooldownCoroutine == null && movementInput != Vector2.zero) | |
{ | |
Vector3 dashForceVector = new Vector3(movementInput.x, 0, movementInput.y) * dashForce; | |
rigidBody.AddForce(dashForceVector, ForceMode.Impulse); | |
onDash?.Invoke(); | |
dashCooldownCoroutine = StartCoroutine(DoDashCooldown()); | |
} | |
// jump | |
bool isGrounded = Physics.Raycast(transform.position, Vector3.down, floorRayLength, groundLayer); | |
if (isJumping && isGrounded) | |
{ | |
// bouncy material workaround to advoid super jumps. | |
if (rigidBody.velocity.y / rigidBody.mass < jumpForce) | |
{ | |
rigidBody.velocity = new Vector3(rigidBody.velocity.x, 0, rigidBody.velocity.z); | |
rigidBody.AddForce(Vector3.up * jumpForce, ForceMode.Impulse); | |
} | |
} | |
} | |
private void OnDrawGizmosSelected() | |
{ | |
Gizmos.DrawLine(transform.position, transform.position + Vector3.down * floorRayLength); | |
} | |
private IEnumerator DoDashCooldown() | |
{ | |
yield return new WaitForSeconds(dashCooldown); | |
dashCooldownCoroutine = null; | |
} | |
private IEnumerator DoBufferVelocity() | |
{ | |
Vector3 _currentVelocity = rigidBody.velocity; | |
while (true) | |
{ | |
yield return new WaitForFixedUpdate(); | |
bufferedVelocity = _currentVelocity; | |
_currentVelocity = rigidBody.velocity; | |
} | |
} | |
} |
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