Files
2D-Plattformer-Example/Assets/Scripts/Mechanics/PlayerController.cs
T
2026-04-30 00:53:30 +02:00

151 lines
4.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Platformer.Gameplay;
using static Platformer.Core.Simulation;
using Platformer.Model;
using Platformer.Core;
using UnityEngine.InputSystem;
namespace Platformer.Mechanics
{
/// <summary>
/// This is the main class used to implement control of the player.
/// It is a superset of the AnimationController class, but is inlined to allow for any kind of customisation.
/// </summary>
public class PlayerController : KinematicObject
{
public AudioClip jumpAudio;
public AudioClip respawnAudio;
public AudioClip ouchAudio;
/// <summary>
/// Max horizontal speed of the player.
/// </summary>
public float maxSpeed = 7;
/// <summary>
/// Initial jump velocity at the start of a jump.
/// </summary>
public float jumpTakeOffSpeed = 7;
public JumpState jumpState = JumpState.Grounded;
private bool stopJump;
/*internal new*/ public Collider2D collider2d;
/*internal new*/ public AudioSource audioSource;
public Health health;
public bool controlEnabled = true;
bool jump;
Vector2 move;
SpriteRenderer spriteRenderer;
internal Animator animator;
readonly PlatformerModel model = Simulation.GetModel<PlatformerModel>();
private InputAction m_MoveAction;
private InputAction m_JumpAction;
public Bounds Bounds => collider2d.bounds;
void Awake()
{
health = GetComponent<Health>();
audioSource = GetComponent<AudioSource>();
collider2d = GetComponent<Collider2D>();
spriteRenderer = GetComponent<SpriteRenderer>();
animator = GetComponent<Animator>();
m_MoveAction = InputSystem.actions.FindAction("Player/Move");
m_JumpAction = InputSystem.actions.FindAction("Player/Jump");
m_MoveAction.Enable();
m_JumpAction.Enable();
}
protected override void Update()
{
if (controlEnabled)
{
move.x = m_MoveAction.ReadValue<Vector2>().x;
if (jumpState == JumpState.Grounded && m_JumpAction.WasPressedThisFrame())
jumpState = JumpState.PrepareToJump;
else if (m_JumpAction.WasReleasedThisFrame())
{
stopJump = true;
Schedule<PlayerStopJump>().player = this;
}
}
else
{
move.x = 0;
}
UpdateJumpState();
base.Update();
}
void UpdateJumpState()
{
jump = false;
switch (jumpState)
{
case JumpState.PrepareToJump:
jumpState = JumpState.Jumping;
jump = true;
stopJump = false;
break;
case JumpState.Jumping:
if (!IsGrounded)
{
Schedule<PlayerJumped>().player = this;
jumpState = JumpState.InFlight;
}
break;
case JumpState.InFlight:
if (IsGrounded)
{
Schedule<PlayerLanded>().player = this;
jumpState = JumpState.Landed;
}
break;
case JumpState.Landed:
jumpState = JumpState.Grounded;
break;
}
}
protected override void ComputeVelocity()
{
if (jump && IsGrounded)
{
velocity.y = jumpTakeOffSpeed * model.jumpModifier;
jump = false;
}
else if (stopJump)
{
stopJump = false;
if (velocity.y > 0)
{
velocity.y = velocity.y * model.jumpDeceleration;
}
}
if (move.x > 0.01f)
spriteRenderer.flipX = false;
else if (move.x < -0.01f)
spriteRenderer.flipX = true;
animator.SetBool("grounded", IsGrounded);
animator.SetFloat("velocityX", Mathf.Abs(velocity.x) / maxSpeed);
targetVelocity = move * maxSpeed;
}
public enum JumpState
{
Grounded,
PrepareToJump,
Jumping,
InFlight,
Landed
}
}
}