| | |
| | | using Assets.Scripts.Enums; |
| | | using Assets.Scripts.Helpers; |
| | | using System; |
| | | using System.ComponentModel.Design; |
| | | using UnityEngine; |
| | | using UnityEngine.InputSystem; |
| | | |
| | |
| | | private float maxFallSpeedCurrent = 0f; |
| | | Vector2 moveInput; |
| | | |
| | | Rigidbody2D rb; |
| | | [NonSerialized] |
| | | public Rigidbody2D rb; |
| | | [NonSerialized] |
| | | public Damageable health; |
| | | |
| | | BoxCollider2D boxCollider; |
| | | Animator animator; |
| | | Animator animator_rotor; |
| | | public GameObject rotorGO; |
| | | TouchingDirections touchingDirections; |
| | | Damageable health; |
| | | |
| | | // Time it takes to drill |
| | | public float drillingTime = 1f; |
| | | private float timeSinceDrill = 0f; |
| | | private bool drillToPosition; |
| | | private Vector3 drillTilePosition; |
| | | private Vector3 drillOriginalPosition; |
| | | |
| | | [SerializeField] |
| | | private bool _isMoving; |
| | | public bool IsMoving |
| | |
| | | animator_rotor.SetBool(AnimationStrings.Player.isFlying, value); |
| | | } |
| | | } |
| | | [SerializeField] |
| | | private bool _isDrilling; |
| | | public bool IsDrilling |
| | | { |
| | | get { return _isDrilling; } |
| | | set |
| | | { |
| | | _isDrilling = value; |
| | | //animator.SetBool(AnimationStrings.Player.isDrilling, value); |
| | | } |
| | | } |
| | | |
| | | private bool _isFacingRight = true; |
| | | |
| | |
| | | { |
| | | get |
| | | { |
| | | return animator.GetBool(AnimationStrings.canMove) && !PauseMenu.GameIsPaused; |
| | | return animator.GetBool(AnimationStrings.canMove) && !PauseMenu.GameIsPaused && !IsDrilling; |
| | | } |
| | | } |
| | | |
| | | private void OnEnable() |
| | | { |
| | | CharacterEvents.characterDrillingToPosition += (DrillingToPosition); |
| | | } |
| | | |
| | | private void OnDisable() |
| | | { |
| | | CharacterEvents.characterDrillingToPosition -= (DrillingToPosition); |
| | | } |
| | | |
| | | private void Awake() |
| | | { |
| | |
| | | animator_rotor = rotorGO.GetComponent<Animator>(); |
| | | touchingDirections = GetComponent<TouchingDirections>(); |
| | | health = GetComponent<Damageable>(); |
| | | boxCollider = GetComponent<BoxCollider2D>(); |
| | | if (SaveSystem.isGameLoaded) |
| | | { |
| | | SaveData 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 (moveInput.y == 0) |
| | | if (CanMove) |
| | | { |
| | | if (rb.velocity.y <= maxFallSpeed) |
| | | if (moveInput.y == 0) |
| | | { |
| | | // max fall speed, dont accelerate more |
| | | rb.velocity = new Vector2(moveInput.x * moveSpeed, maxFallSpeed); |
| | | 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 |
| | | { |
| | | // normal fall |
| | | rb.velocity = new Vector2(moveInput.x * moveSpeed, rb.velocity.y); |
| | | 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)); |
| | | } |
| | | } |
| | | } |
| | | else |
| | | { |
| | | if (rb.velocity.y < 0 && moveInput.y > 0) |
| | | if (touchingDirections.IsGrounded) |
| | | { |
| | | // falling but moving upwards |
| | | rb.velocity = new Vector2(moveInput.x * moveSpeed, (moveInput.y * moveSpeed) + rb.velocity.y); |
| | | if (maxFallSpeedCurrent < maxFallSpeedDamge) |
| | | { |
| | | TakeFallDamage(Math.Abs((int)maxFallSpeedCurrent)); |
| | | maxFallSpeedCurrent = 0; |
| | | } |
| | | } |
| | | 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) |
| | | 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) |
| | | { |
| | | if (CanMove) |
| | | { |
| | | moveInput = context.ReadValue<Vector2>(); |
| | | moveInput = context.ReadValue<Vector2>(); |
| | | |
| | | IsMoving = moveInput.x != 0; |
| | | IsMoving = moveInput.x != 0; |
| | | |
| | | IsFlying = (moveInput.y != 0); |
| | | IsFlying = (moveInput.y != 0); |
| | | |
| | | SetFacingDirection(moveInput); |
| | | } |
| | | else |
| | | SetFacingDirection(moveInput); |
| | | if (IsDrilling) |
| | | { |
| | | IsMoving = false; |
| | | IsFlying = false; |
| | | moveInput = Vector2.zero; |
| | | //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; |
| | | } |
| | | //Debug.Log(contactPoints[0].otherRigidbody?.gameObject.name); |
| | | if (contactPoints[0].otherRigidbody?.name == "Tilemap") |
| | | { |
| | | boxCollider.enabled = false; |
| | | IsDrilling = true; |
| | | 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) |