miepzerino
2023-12-25 fb7752427b32012b316872a3fb4e2554b0ca9b02
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using Assets.Scripts.Enums;
using Assets.Scripts.Helpers;
using System;
using UnityEngine;
using UnityEngine.InputSystem;
 
[RequireComponent(typeof(Rigidbody2D))]
public class PlayerController : MonoBehaviour
{
    public float moveSpeed = 5f;
    public float maxFallSpeed = -20f;
    public float maxFallSpeedDamge = -10f;
    private float maxFallSpeedCurrent = 0f;
    Vector2 moveInput;
 
    [NonSerialized]
    public Rigidbody2D rb;
    [NonSerialized]
    public Damageable health;
 
    BoxCollider2D boxCollider;
    Animator animator;
    Animator animator_rotor;
    public GameObject rotorGO;
    TouchingDirections touchingDirections;
 
    // Time it takes to drill
    private float drillingTime = 1f;
    private float timeSinceDrill = 0f;
    private bool drillToPosition;
    private Vector3 drillTilePosition;
    private Vector3 drillOriginalPosition;
 
    [SerializeField]
    private bool _isMoving;
    public bool IsMoving
    {
        get { return _isMoving; }
        private set
        {
            _isMoving = value;
            animator.SetBool(AnimationStrings.Player.isMoving, value);
        }
    }
 
    [SerializeField]
    private bool _isFlying;
    public bool IsFlying
    {
        get { return _isFlying; }
        private set
        {
            _isFlying = value;
            animator.SetBool(AnimationStrings.Player.isFlying, value);
            animator_rotor.SetBool(AnimationStrings.Player.isFlying, value);
        }
    }
    public bool IsDrilling
    {
        get { return IsDrillingDown || IsDrillingLeftRight; }
        set
        {
            if (value)
            {
                Debug.Assert(false, "Can't set IsDrilling this way, use IsDrillingLeftRight or IsDrillingDown!");
            }
            if (IsDrillingDown)
            {
                IsDrillingDown = false;
            }
            if (IsDrillingLeftRight)
            {
                IsDrillingLeftRight = false;
            }
        }
    }
    [SerializeField]
    private bool _isDrillingLeftRight;
    public bool IsDrillingLeftRight
    {
        get { return _isDrillingLeftRight; }
        set
        {
            _isDrillingLeftRight = value;
            animator.SetBool(AnimationStrings.Player.isDrillingLeftRight, value);
            animator_rotor.SetBool(AnimationStrings.Player.isFlying, false);
            if (value)
            {
                animator.speed = 1 / drillingTime;
            }
            else
            {
                animator.speed = 1f;
            }
        }
    }
    [SerializeField]
    private bool _isDrillingDown;
    public bool IsDrillingDown
    {
        get { return _isDrillingDown; }
        set
        {
            _isDrillingDown = value;
            animator.SetBool(AnimationStrings.Player.isDrillingDown, value);
            animator_rotor.SetBool(AnimationStrings.Player.isFlying, false);
            if (value)
            {
                animator.speed = 1 / drillingTime;
            }
            else
            {
                animator.speed = 1f;
            }
        }
    }
 
    private bool _isFacingRight = true;
 
    public bool IsFacingRight
    {
        get { return _isFacingRight; }
        set
        {
            if (_isFacingRight != value)
            {
                transform.localScale *= new Vector2(-1, 1);
            }
            _isFacingRight = value;
        }
    }
 
    public bool CanMove
    {
        get
        {
            return animator.GetBool(AnimationStrings.canMove) && !PauseMenu.GameIsPaused && !IsDrilling;
        }
    }
 
    private void OnEnable()
    {
        CharacterEvents.characterDrillingToPosition += (DrillingToPosition);
    }
 
    private void OnDisable()
    {
        CharacterEvents.characterDrillingToPosition -= (DrillingToPosition);
    }
 
    private void Awake()
    {
        rb = GetComponent<Rigidbody2D>();
        animator = GetComponent<Animator>();
        animator_rotor = rotorGO.GetComponent<Animator>();
        touchingDirections = GetComponent<TouchingDirections>();
        health = GetComponent<Damageable>();
        boxCollider = GetComponent<BoxCollider2D>();
        if (SaveSystem.isGameLoaded)
        {
            LoadPlayer();
        }
    }
 
    private void LoadPlayer()
    {
        SaveDataPlayer save = SaveSystem.LoadPlayer();
        health.MaxHealth = save.maxHealth;
        health.Health = save.health;
        transform.position = VectorHelper.ConvertToVector3(save.position);
        rb.velocity = VectorHelper.ConvertToVector2(save.velocity);
    }
 
    private void FixedUpdate()
    {
        if (CanMove)
        {
            if (moveInput.y == 0)
            {
                if (rb.velocity.y <= maxFallSpeed)
                {
                    // max fall speed, dont accelerate more
                    rb.velocity = new Vector2(moveInput.x * moveSpeed, maxFallSpeed);
                }
                else
                {
                    // normal fall
                    rb.velocity = new Vector2(moveInput.x * moveSpeed, rb.velocity.y);
                }
            }
            else
            {
                if (rb.velocity.y < 0 && moveInput.y > 0)
                {
                    // falling but moving upwards
                    rb.velocity = new Vector2(moveInput.x * moveSpeed, (moveInput.y * moveSpeed) + rb.velocity.y);
                }
                else
                {
                    // moving upwards no falling
                    rb.velocity = new Vector2(moveInput.x * moveSpeed, (moveInput.y * moveSpeed));
                }
            }
            if (touchingDirections.IsGrounded)
            {
                if (maxFallSpeedCurrent < maxFallSpeedDamge)
                {
                    TakeFallDamage(Math.Abs((int)maxFallSpeedCurrent));
                    maxFallSpeedCurrent = 0;
                }
            }
            else if (IsFlying)
            {
                maxFallSpeedCurrent = rb.velocity.y;
            }
            else
            {
                if (maxFallSpeedCurrent > rb.velocity.y)
                {
                    maxFallSpeedCurrent = rb.velocity.y;
                }
            }
            if (touchingDirections.IsGrounded && moveInput.y < 0 && !IsDrilling)
            {
                //IsDrilling = true;
                Drill(DrillDirection.Down);
            }
 
            if (touchingDirections.IsGrounded && moveInput.x != 0 && !IsDrilling)
            {
                if (touchingDirections.IsAtWallLeft && moveInput.x < 0)
                {
                    Drill(DrillDirection.Left);
                }
                else if (touchingDirections.IsAtWallRight && moveInput.x > 0)
                {
                    Drill(DrillDirection.Right);
                }
            }
        }
        if (IsDrilling)
        {
            rb.velocity = Vector2.zero;
            if (drillToPosition)
            {
                if (timeSinceDrill < drillingTime)
                {
                    gameObject.transform.position = Vector3.Lerp(drillOriginalPosition, drillTilePosition, timeSinceDrill / drillingTime);
                    //Debug.Log("drillTilePosition: " + drillTilePosition);
                    //Debug.Log("timeSinceDrill: " + timeSinceDrill);
                    timeSinceDrill += Time.deltaTime;
                }
                else
                {
                    boxCollider.enabled = true;
                    IsDrilling = false;
                    drillToPosition = false;
                    timeSinceDrill = 0;
                }
            }
        }
    }
 
    public void OnMove(InputAction.CallbackContext context)
    {
        moveInput = context.ReadValue<Vector2>();
 
        IsMoving = moveInput.x != 0;
 
        IsFlying = (moveInput.y != 0);
 
        SetFacingDirection(moveInput);
        if (IsDrilling)
        {
            IsMoving = false;
            IsFlying = false;
            //moveInput = Vector2.zero;
        }
    }
 
    private void Drill(DrillDirection drillDirection)
    {
        ContactPoint2D[] contactPoints = new ContactPoint2D[1];
        //rb.GetContacts(contactPoints);
        switch (drillDirection)
        {
            case DrillDirection.Left:
                touchingDirections.wallHitsLeft[0].collider.GetContacts(contactPoints);
                break;
            case DrillDirection.Right:
                touchingDirections.wallHitsRight[0].collider.GetContacts(contactPoints);
                break;
            case DrillDirection.Down:
                touchingDirections.groundHits[0].collider.GetContacts(contactPoints);
                break;
            default:
                Debug.Assert(false, "Add DrillDirection here!");
                break;
        }
        //Debug.Log(contactPoints[0].otherRigidbody?.gameObject.name);
        if (contactPoints[0].otherRigidbody?.name == "Tilemap")
        {
            boxCollider.enabled = false;
            switch (drillDirection)
            {
                case DrillDirection.Left:
                case DrillDirection.Right:
                    IsDrillingLeftRight = true;
                    break;
                case DrillDirection.Down:
                    IsDrillingDown = true;
                    break;
                default:
                    Debug.Assert(false, "Add DrillDirection here!");
                    break;
            }
            CharacterEvents.characterDrill.Invoke(contactPoints[0], drillDirection);
        }
    }
 
    private void DrillingToPosition(Vector3 tilePosition)
    {
        //Debug.Log("DrillingToPosition() called");
        //Debug.Log(gameObject.transform.position);
        drillToPosition = true;
        drillTilePosition = tilePosition;
        //Debug.Log("drillTilePosition: " + drillTilePosition);
        drillOriginalPosition = gameObject.transform.position;
        //Debug.Log("drillOriginalPosition: " + drillOriginalPosition);
    }
 
    //private void DrillLeftOrRight()
    //{
    //    ContactPoint2D[] contactPoints = new ContactPoint2D[1];
    //    touchingDirections.wallHits[0].collider.GetContacts(contactPoints);
    //    CharacterEvents.characterDrillLeftOrRight.Invoke(contactPoints[0]);
    //}
 
    private void SetFacingDirection(Vector2 moveInput)
    {
        if (moveInput.x > 0 && !IsFacingRight)
        {
            IsFacingRight = true;
        }
        else if (moveInput.x < 0 && IsFacingRight)
        {
            IsFacingRight = false;
        }
    }
 
    public void TakeDamage(int damage)
    {
        health.Hit(damage);
    }
 
    public void TakeFallDamage(int fallDamage)
    {
        TakeDamage(fallDamage);
    }
 
    //public void OnRun(InputAction.CallbackContext context)
    //{
    //    if (context.started) // Button pressed
    //    {
    //        _isRunning = true;
    //    } 
    //    else if (context.canceled) // Button released
    //    {
    //        _isRunning = false;
    //    }
 
    //}
}