Merge branch 'feature/character-controller' into 'main'
Feature/character controller See merge request kernel-panic/revival!4
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|
@ -9,8 +9,8 @@ public struct BufferedInput
|
||||||
{
|
{
|
||||||
_bufferTime = bufferTime;
|
_bufferTime = bufferTime;
|
||||||
_value = false;
|
_value = false;
|
||||||
_timeSincePress = 0f;
|
_timeSincePress = Mathf.Infinity;
|
||||||
_timeSinceRelease = 0f;
|
_timeSinceRelease = Mathf.Infinity;
|
||||||
}
|
}
|
||||||
|
|
||||||
private float _bufferTime;
|
private float _bufferTime;
|
||||||
|
@ -23,6 +23,9 @@ public struct BufferedInput
|
||||||
if ( newValue && !_value )
|
if ( newValue && !_value )
|
||||||
{
|
{
|
||||||
_timeSincePress = 0f;
|
_timeSincePress = 0f;
|
||||||
|
}
|
||||||
|
else if ( !newValue && _value )
|
||||||
|
{
|
||||||
_timeSinceRelease = 0f;
|
_timeSinceRelease = 0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -31,12 +34,8 @@ public struct BufferedInput
|
||||||
|
|
||||||
public void Update( float deltaTime )
|
public void Update( float deltaTime )
|
||||||
{
|
{
|
||||||
if ( !_value )
|
|
||||||
{
|
|
||||||
_timeSinceRelease += deltaTime;
|
|
||||||
}
|
|
||||||
|
|
||||||
_timeSincePress += deltaTime;
|
_timeSincePress += deltaTime;
|
||||||
|
_timeSinceRelease += deltaTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool GetValue()
|
public bool GetValue()
|
||||||
|
@ -44,13 +43,28 @@ public struct BufferedInput
|
||||||
return _value || _timeSinceRelease <= _bufferTime;
|
return _value || _timeSinceRelease <= _bufferTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool GetDown()
|
public bool GetRawValue()
|
||||||
{
|
{
|
||||||
return _value && _timeSincePress <= _bufferTime;
|
return _value;
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool GetRelease()
|
public bool GetDown( bool consume = true )
|
||||||
{
|
{
|
||||||
return !_value && _timeSinceRelease < _bufferTime;
|
bool value = _timeSincePress <= _bufferTime;
|
||||||
|
|
||||||
|
if ( consume && value )
|
||||||
|
_timeSincePress = Mathf.Infinity;
|
||||||
|
|
||||||
|
return value;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool GetRelease( bool consume = true )
|
||||||
|
{
|
||||||
|
bool value = _timeSinceRelease <= _bufferTime;
|
||||||
|
|
||||||
|
if ( consume && value )
|
||||||
|
_timeSinceRelease = Mathf.Infinity;
|
||||||
|
|
||||||
|
return value;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,28 +1,291 @@
|
||||||
using System;
|
using Extensions;
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using NaughtyAttributes;
|
||||||
|
|
||||||
public class PlayerController : MonoBehaviour
|
public class PlayerController : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
[Header("Config")]
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
|
[Expandable]
|
||||||
private PlayerMovementSettings _movementSettings;
|
private PlayerMovementSettings _movementSettings;
|
||||||
|
|
||||||
|
[Header("References")]
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private PlayerInputHandler _inputHandler;
|
private PlayerInputHandler _inputHandler;
|
||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private Rigidbody _rigidbody;
|
private CharacterController _controller;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private PlayerPowers _powers;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private Transform _graphics;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private Renderer[] _renderers;
|
||||||
|
|
||||||
|
[Header( "Debug" )]
|
||||||
|
[SerializeField]
|
||||||
|
private Color _groundedColor;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private Color _jumpColor;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private Color _boostColor;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private Color _exhaustedColor;
|
||||||
|
|
||||||
|
[ShowNonSerializedField]
|
||||||
|
private Vector2 _surfVelocity;
|
||||||
|
|
||||||
|
[ShowNonSerializedField]
|
||||||
|
private Vector2 _overrideDelta;
|
||||||
|
|
||||||
|
[ShowNonSerializedField]
|
||||||
|
private float _lookAngle;
|
||||||
|
|
||||||
|
[ShowNonSerializedField]
|
||||||
|
private float _yVelocity;
|
||||||
|
|
||||||
|
[ShowNonSerializedField]
|
||||||
|
private bool _grounded;
|
||||||
|
|
||||||
|
[ShowNativeProperty]
|
||||||
|
private bool Still => Mathf.Approximately( _inputHandler?.InputState.Move.Value.sqrMagnitude ?? 0f, 0f );
|
||||||
|
|
||||||
|
[ShowNonSerializedField]
|
||||||
|
private float _boostTime;
|
||||||
|
|
||||||
|
[ShowNonSerializedField]
|
||||||
|
private float _fallTime;
|
||||||
|
|
||||||
|
public bool CanJump => _grounded || _fallTime < _movementSettings.CoyoteTime;
|
||||||
|
|
||||||
|
private const float PI = Mathf.PI;
|
||||||
|
private const float TAU = Mathf.PI * 2f;
|
||||||
|
private const float HALF_PI = Mathf.PI / 2f;
|
||||||
|
|
||||||
|
private enum JumpState
|
||||||
|
{
|
||||||
|
None,
|
||||||
|
Jump,
|
||||||
|
Boost,
|
||||||
|
Exhausted,
|
||||||
|
COUNT,
|
||||||
|
}
|
||||||
|
|
||||||
|
[ShowNonSerializedField]
|
||||||
|
private JumpState _jumpState;
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private Color GetDebugColor()
|
||||||
|
{
|
||||||
|
switch ( _jumpState )
|
||||||
|
{
|
||||||
|
case JumpState.None:
|
||||||
|
return _groundedColor;
|
||||||
|
|
||||||
|
case JumpState.Jump:
|
||||||
|
return _jumpColor;
|
||||||
|
|
||||||
|
case JumpState.Boost:
|
||||||
|
return _boostColor;
|
||||||
|
|
||||||
|
case JumpState.Exhausted:
|
||||||
|
return _exhaustedColor;
|
||||||
|
}
|
||||||
|
|
||||||
|
return Color.red;
|
||||||
|
}
|
||||||
|
|
||||||
|
private float normaliseAngle( float angle )
|
||||||
|
{
|
||||||
|
while ( angle > PI )
|
||||||
|
{
|
||||||
|
angle -= TAU;
|
||||||
|
}
|
||||||
|
|
||||||
|
while ( angle < -PI )
|
||||||
|
{
|
||||||
|
angle += TAU;
|
||||||
|
}
|
||||||
|
|
||||||
|
return angle;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Land()
|
||||||
|
{
|
||||||
|
_powers.Blink.Reset();
|
||||||
|
_powers.Boost.Reset();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateLook( float dt )
|
||||||
|
{
|
||||||
|
if ( _surfVelocity.sqrMagnitude > 0.01f )
|
||||||
|
{
|
||||||
|
float targetAngle = -Vector2.SignedAngle( Vector2.up, _surfVelocity.normalized ) * Mathf.Deg2Rad;
|
||||||
|
float delta = targetAngle - _lookAngle;
|
||||||
|
float ls = _movementSettings.LookSpeed * dt;
|
||||||
|
|
||||||
|
_lookAngle += Mathf.Clamp( normaliseAngle(delta), -ls, ls );
|
||||||
|
_lookAngle = normaliseAngle( _lookAngle );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateBlink( float dt )
|
||||||
|
{
|
||||||
|
if ( _powers.Blink.CanConsume && _inputHandler.InputState.Blink.GetDown() )
|
||||||
|
{
|
||||||
|
_powers.Blink.Consume();
|
||||||
|
Vector2 blinkDirection = Vector2.up.Rotate( -_lookAngle );
|
||||||
|
_overrideDelta += blinkDirection * _movementSettings.BlinkDistance;
|
||||||
|
_surfVelocity += blinkDirection * _movementSettings.BlinkVelocity;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateJump(float dt)
|
||||||
|
{
|
||||||
|
_fallTime = _grounded ? 0f : (_fallTime + dt);
|
||||||
|
|
||||||
|
switch ( _jumpState )
|
||||||
|
{
|
||||||
|
case JumpState.None:
|
||||||
|
if ( CanJump )
|
||||||
|
{
|
||||||
|
if ( _inputHandler.InputState.Jump.GetDown() )
|
||||||
|
{
|
||||||
|
_grounded = false;
|
||||||
|
_jumpState = JumpState.Jump;
|
||||||
|
_yVelocity = Mathf.Sqrt( 2f * _movementSettings.JumpHeight * _movementSettings.UpGravity );
|
||||||
|
|
||||||
|
// always make sure we can blink once per jump
|
||||||
|
_powers.Blink.Reset();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_jumpState = JumpState.Jump;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case JumpState.Jump:
|
||||||
|
if ( _powers.Boost.CanConsume && _inputHandler.InputState.Jump.GetDown( consume: false ) )
|
||||||
|
{
|
||||||
|
_powers.Boost.Consume();
|
||||||
|
_boostTime = 0f;
|
||||||
|
_jumpState = JumpState.Boost;
|
||||||
|
if ( _yVelocity < _movementSettings.MinBoostVelocity )
|
||||||
|
{
|
||||||
|
_yVelocity = _movementSettings.MinBoostVelocity;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
break;
|
||||||
|
|
||||||
|
case JumpState.Boost:
|
||||||
|
if ( _inputHandler.InputState.Jump.GetRawValue() )
|
||||||
|
{
|
||||||
|
_yVelocity += _movementSettings.BoostForce * dt;
|
||||||
|
_boostTime += dt;
|
||||||
|
if ( _boostTime > _movementSettings.BoostTime )
|
||||||
|
{
|
||||||
|
_jumpState = JumpState.Exhausted;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateGravity( float dt )
|
||||||
|
{
|
||||||
|
if ( _grounded )
|
||||||
|
{
|
||||||
|
_yVelocity = _movementSettings.GroundedYVelocity;
|
||||||
|
_jumpState = JumpState.None;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if ( _yVelocity > 0f && _jumpState == JumpState.Jump )
|
||||||
|
{
|
||||||
|
_yVelocity -= ( _movementSettings.UpGravity * dt );
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_yVelocity -= ( _movementSettings.DownGravity * dt );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateDrag( float dt )
|
||||||
|
{
|
||||||
|
Vector2 drag = -_surfVelocity;
|
||||||
|
float coefficient
|
||||||
|
= _grounded
|
||||||
|
? ( Still
|
||||||
|
? _movementSettings.StillDragCoefficient
|
||||||
|
: _movementSettings.DragCoefficient )
|
||||||
|
: ( _jumpState == JumpState.Boost
|
||||||
|
? _movementSettings.BoostDragCoefficient
|
||||||
|
: _movementSettings.AirDragCoefficient );
|
||||||
|
|
||||||
|
_surfVelocity += drag * (dt * coefficient);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateMovement( float dt )
|
||||||
|
{
|
||||||
|
Vector2 moveVector = _inputHandler.InputState.Move.Value;
|
||||||
|
_surfVelocity += moveVector * (_movementSettings.BaseMovementForce * dt);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateDebug()
|
||||||
|
{
|
||||||
|
Color debugColor = GetDebugColor();
|
||||||
|
for ( int i = 0; i < _renderers.Length; ++i )
|
||||||
|
{
|
||||||
|
_renderers[ i ].material.color = debugColor;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
private void FixedUpdate()
|
private void FixedUpdate()
|
||||||
{
|
{
|
||||||
Vector2 moveVector2 = _inputHandler.InputState.Move.Value;
|
float dt = Time.fixedDeltaTime;
|
||||||
Vector3 moveVector = new Vector3( moveVector2.x, 0f, moveVector2.y );
|
|
||||||
|
|
||||||
_rigidbody.velocity = moveVector * _movementSettings.BaseMovementSpeed;
|
_overrideDelta = Vector2.zero;
|
||||||
|
|
||||||
|
if ( !_grounded && _controller.isGrounded )
|
||||||
|
{
|
||||||
|
Land();
|
||||||
|
}
|
||||||
|
|
||||||
|
_grounded = _controller.isGrounded;
|
||||||
|
|
||||||
|
_powers.UpdatePowers( dt, _grounded );
|
||||||
|
|
||||||
|
UpdateJump( dt );
|
||||||
|
UpdateLook( dt );
|
||||||
|
UpdateBlink( dt );
|
||||||
|
UpdateGravity( dt );
|
||||||
|
UpdateDrag( dt );
|
||||||
|
UpdateMovement( dt );
|
||||||
|
UpdateDebug();
|
||||||
|
|
||||||
|
_controller.Move(
|
||||||
|
new Vector3(
|
||||||
|
_surfVelocity.x * dt + _overrideDelta.x,
|
||||||
|
_yVelocity * dt,
|
||||||
|
_surfVelocity.y * dt + _overrideDelta.y
|
||||||
|
)
|
||||||
|
);
|
||||||
|
|
||||||
|
_graphics.rotation = Quaternion.Euler( 0f, _lookAngle * Mathf.Rad2Deg, 0f );
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -9,13 +9,30 @@ public class PlayerInputHandler : MonoBehaviour
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private PlayerInputSettings _inputSettings;
|
private PlayerInputSettings _inputSettings;
|
||||||
|
|
||||||
public struct PlayerInputState
|
public class PlayerInputState
|
||||||
{
|
{
|
||||||
public BufferedInput Jump;
|
public BufferedInput Jump;
|
||||||
|
public BufferedInput Blink;
|
||||||
public BufferedInput Use;
|
public BufferedInput Use;
|
||||||
public CameraRelativeInput Move;
|
public CameraRelativeInput Move;
|
||||||
public Vector2 Look;
|
public Vector2 Look;
|
||||||
public float MoveRotation;
|
public float MoveRotation;
|
||||||
|
|
||||||
|
public PlayerInputState( float jumpBuffer, float blinkBuffer, float useBuffer )
|
||||||
|
{
|
||||||
|
Jump = new BufferedInput( jumpBuffer );
|
||||||
|
Blink = new BufferedInput( blinkBuffer );
|
||||||
|
Use = new BufferedInput( useBuffer );
|
||||||
|
Move = new CameraRelativeInput();
|
||||||
|
Look = Vector2.zero;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Update( float deltaTime )
|
||||||
|
{
|
||||||
|
Jump.Update(deltaTime);
|
||||||
|
Blink.Update(deltaTime);
|
||||||
|
Use.Update(deltaTime);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public PlayerInputState InputState => _state;
|
public PlayerInputState InputState => _state;
|
||||||
|
@ -24,20 +41,16 @@ public class PlayerInputHandler : MonoBehaviour
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
_state = new PlayerInputState();
|
_state = new PlayerInputState(
|
||||||
|
_inputSettings.JumpBufferTime,
|
||||||
_state.Jump = new BufferedInput( _inputSettings.JumpBufferTime );
|
_inputSettings.BlinkBufferTime,
|
||||||
_state.Use = new BufferedInput( _inputSettings.UseBufferTime );
|
_inputSettings.UseBufferTime
|
||||||
_state.Move = new CameraRelativeInput();
|
);
|
||||||
_state.Look = Vector2.zero;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void FixedUpdate()
|
private void FixedUpdate()
|
||||||
{
|
{
|
||||||
float deltaTime = Time.fixedDeltaTime;
|
_state.Update( Time.fixedDeltaTime );
|
||||||
|
|
||||||
_state.Jump.Update( deltaTime );
|
|
||||||
_state.Use.Update( deltaTime );
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetCameraRotation( float angle )
|
public void SetCameraRotation( float angle )
|
||||||
|
@ -49,9 +62,12 @@ public class PlayerInputHandler : MonoBehaviour
|
||||||
public void Move( InputAction.CallbackContext context )
|
public void Move( InputAction.CallbackContext context )
|
||||||
=> _state.Move.SetValue( context.ReadValue<Vector2>() );
|
=> _state.Move.SetValue( context.ReadValue<Vector2>() );
|
||||||
|
|
||||||
|
public void Blink( InputAction.CallbackContext context )
|
||||||
|
=> _state.Blink.Set( context.ReadValueAsButton() );
|
||||||
|
|
||||||
public void Jump( InputAction.CallbackContext context )
|
public void Jump( InputAction.CallbackContext context )
|
||||||
=> _state.Jump.Set( context.ReadValue<float>() > 0.5f );
|
=> _state.Jump.Set( context.ReadValueAsButton() );
|
||||||
|
|
||||||
public void Use( InputAction.CallbackContext context )
|
public void Use( InputAction.CallbackContext context )
|
||||||
=> _state.Use.Set( context.ReadValue<float>() > 0.5f );
|
=> _state.Use.Set( context.ReadValueAsButton() );
|
||||||
}
|
}
|
|
@ -5,6 +5,16 @@ using UnityEngine;
|
||||||
[CreateAssetMenu(fileName = "PlayerInputSettings.asset", menuName = "KernelPanic/Player/InputSettings")]
|
[CreateAssetMenu(fileName = "PlayerInputSettings.asset", menuName = "KernelPanic/Player/InputSettings")]
|
||||||
public class PlayerInputSettings : ScriptableObject
|
public class PlayerInputSettings : ScriptableObject
|
||||||
{
|
{
|
||||||
public float JumpBufferTime;
|
public float JumpBufferTime => _jumpBufferTime;
|
||||||
public float UseBufferTime;
|
public float BlinkBufferTime => _blinkBufferTime;
|
||||||
|
public float UseBufferTime => _useBufferTime;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private float _jumpBufferTime;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private float _blinkBufferTime;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private float _useBufferTime;
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,9 +1,71 @@
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.Serialization;
|
||||||
|
|
||||||
[CreateAssetMenu(fileName = "PlayerMovementSettings.asset", menuName = "KernelPanic/Player/MovementSettings")]
|
[CreateAssetMenu(fileName = "PlayerMovementSettings.asset", menuName = "KernelPanic/Player/MovementSettings")]
|
||||||
public class PlayerMovementSettings : ScriptableObject
|
public class PlayerMovementSettings : ScriptableObject
|
||||||
{
|
{
|
||||||
public float BaseMovementSpeed;
|
public float UpGravity => _upGravity;
|
||||||
|
public float DownGravity => _downGravity;
|
||||||
|
public float GroundedYVelocity => _groundedYVelocity;
|
||||||
|
public float BaseMovementForce => _baseMovementForce;
|
||||||
|
public float JumpHeight => _jumpHeight;
|
||||||
|
public float CoyoteTime => _coyoteTime;
|
||||||
|
public float BoostForce => _boostForce;
|
||||||
|
public float BoostTime => _boostTime;
|
||||||
|
public float BlinkDistance => _blinkDistance;
|
||||||
|
public float BlinkVelocity => _blinkVelocity;
|
||||||
|
public float MinBoostVelocity => _minBoostVelocity;
|
||||||
|
public float DragCoefficient => _dragCoefficient;
|
||||||
|
public float BoostDragCoefficient => _boostDragCoefficient;
|
||||||
|
public float AirDragCoefficient => _airDragCoefficient;
|
||||||
|
public float StillDragCoefficient => _stillDragCoefficient;
|
||||||
|
public float LookSpeed => _lookSpeed;
|
||||||
|
|
||||||
|
[Header( "Look" )]
|
||||||
|
[SerializeField]
|
||||||
|
private float _lookSpeed;
|
||||||
|
|
||||||
|
[Header("Gravity")]
|
||||||
|
[SerializeField]
|
||||||
|
private float _upGravity;
|
||||||
|
[SerializeField]
|
||||||
|
private float _downGravity;
|
||||||
|
[SerializeField]
|
||||||
|
private float _groundedYVelocity;
|
||||||
|
|
||||||
|
[Header("Movement")]
|
||||||
|
[SerializeField]
|
||||||
|
private float _baseMovementForce;
|
||||||
|
|
||||||
|
[Header("Jump")]
|
||||||
|
[SerializeField]
|
||||||
|
private float _jumpHeight;
|
||||||
|
[SerializeField]
|
||||||
|
private float _coyoteTime;
|
||||||
|
|
||||||
|
[Header("Boost")]
|
||||||
|
[SerializeField]
|
||||||
|
private float _boostForce;
|
||||||
|
[SerializeField]
|
||||||
|
private float _boostTime;
|
||||||
|
[SerializeField]
|
||||||
|
private float _minBoostVelocity;
|
||||||
|
|
||||||
|
[Header( "Blink" )]
|
||||||
|
[SerializeField]
|
||||||
|
private float _blinkDistance;
|
||||||
|
[SerializeField]
|
||||||
|
private float _blinkVelocity;
|
||||||
|
|
||||||
|
[Header("Drag")]
|
||||||
|
[SerializeField]
|
||||||
|
private float _dragCoefficient;
|
||||||
|
[SerializeField]
|
||||||
|
private float _boostDragCoefficient;
|
||||||
|
[SerializeField]
|
||||||
|
private float _airDragCoefficient;
|
||||||
|
[SerializeField]
|
||||||
|
private float _stillDragCoefficient;
|
||||||
}
|
}
|
||||||
|
|
|
@ -0,0 +1,71 @@
|
||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Events;
|
||||||
|
|
||||||
|
[CreateAssetMenu(menuName = "KernelPanic/Player/Power", fileName = "PlayerPower.asset")]
|
||||||
|
public class PlayerPower : ScriptableObject
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private bool _regenerateOnGround;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private bool _regenerateInAir;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private float _regenerateTime;
|
||||||
|
|
||||||
|
private bool _unlocked;
|
||||||
|
private bool _cheated;
|
||||||
|
private bool _consumed;
|
||||||
|
|
||||||
|
private float _timeSinceConsume;
|
||||||
|
|
||||||
|
private UnityEvent _onUnlock = new UnityEvent();
|
||||||
|
public UnityEvent OnUnlock => _onUnlock;
|
||||||
|
|
||||||
|
public void UpdatePower( float deltaTime, bool cheat, bool grounded)
|
||||||
|
{
|
||||||
|
_cheated = cheat;
|
||||||
|
|
||||||
|
bool regenerate = grounded ? _regenerateOnGround : _regenerateInAir;
|
||||||
|
|
||||||
|
if ( _consumed && regenerate )
|
||||||
|
{
|
||||||
|
_timeSinceConsume += deltaTime;
|
||||||
|
|
||||||
|
if ( _timeSinceConsume > _regenerateTime )
|
||||||
|
{
|
||||||
|
this.Reset();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool IsUnlocked => _unlocked || _cheated;
|
||||||
|
public bool CanConsume => IsUnlocked && !_consumed;
|
||||||
|
|
||||||
|
public void Consume()
|
||||||
|
=> _consumed = true;
|
||||||
|
|
||||||
|
public void Reset()
|
||||||
|
{
|
||||||
|
_consumed = false;
|
||||||
|
_timeSinceConsume = 0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Unlock()
|
||||||
|
{
|
||||||
|
if ( !_unlocked )
|
||||||
|
{
|
||||||
|
_onUnlock.Invoke();
|
||||||
|
_unlocked = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
_unlocked = false;
|
||||||
|
_cheated = false;
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 24d28ac60e22b5547b2beb8679625039
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,30 @@
|
||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class PlayerPowers : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header( "Cheats" )]
|
||||||
|
[SerializeField]
|
||||||
|
private bool _cheatBlink;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private bool _cheatBoost;
|
||||||
|
|
||||||
|
[Header( "References" )]
|
||||||
|
[SerializeField]
|
||||||
|
private PlayerPower _blink;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private PlayerPower _boost;
|
||||||
|
|
||||||
|
public PlayerPower Blink => _blink;
|
||||||
|
public PlayerPower Boost => _boost;
|
||||||
|
|
||||||
|
public void UpdatePowers( float dt, bool grounded )
|
||||||
|
{
|
||||||
|
_blink.UpdatePower( dt, _cheatBlink, grounded );
|
||||||
|
_boost.UpdatePower( dt, _cheatBoost, grounded );
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0e73a47345d899f4ca1e5e08683c2b82
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,21 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Extensions
|
||||||
|
{
|
||||||
|
public static class MathsExtensions
|
||||||
|
{
|
||||||
|
public static Vector2 Rotate( this Vector2 v, float angle )
|
||||||
|
{
|
||||||
|
float sa = Mathf.Sin( angle );
|
||||||
|
float ca = Mathf.Cos( angle );
|
||||||
|
|
||||||
|
return new Vector2
|
||||||
|
{
|
||||||
|
x = ca * v.x - sa * v.y,
|
||||||
|
y = sa * v.x + ca * v.y
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 4e4dcb81b531095448f1837f3992c155
|
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Loading…
Reference in New Issue