Global Game Jam 2022
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using UnityEngine;
using UnityEngine.Events;
public class CharacterController2D : MonoBehaviour
{
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
[SerializeField] private float m_WallJumpMultiplier = 3f; // Amount of force added when the player jumps off a wall.
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
[SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
[SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings
[SerializeField] private Transform m_WallCheck;
[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
[SerializeField] private float m_wallFriction = 0.1f;
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
private bool m_Grounded; // Whether or not the player is grounded.
private bool m_TouchingWall;
const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing.
private Vector3 m_Velocity = Vector3.zero;
private enum Direction { NA=0, L=-1, R=1 };
private Direction m_LastWallJumpDirection = Direction.NA;
private int m_forward => (int) Mathf.Sign(transform.localScale.x);
[Header("Events")]
[Space]
public UnityEvent OnJumpEvent;
public UnityEvent OnLandEvent;
[System.Serializable]
public class BoolEvent : UnityEvent<bool> { }
public BoolEvent OnCrouchEvent;
private bool m_wasCrouching = false;
private bool m_isJumpDown;
private bool m_lastJump;
private float m_lastWallJumpTime = 0;
private float m_lastMove;
private bool m_invertX;
private void Awake()
{
m_Rigidbody2D = GetComponent<Rigidbody2D>();
if (OnLandEvent == null)
OnLandEvent = new UnityEvent();
if (OnCrouchEvent == null)
OnCrouchEvent = new BoolEvent();
}
private void FixedUpdate()
{
CheckGrounded();
CheckTouchingWall();
}
private void CheckGrounded()
{
bool wasGrounded = m_Grounded;
m_Grounded = false;
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
{
m_Grounded = true;
if (!wasGrounded)
OnLandEvent.Invoke();
}
}
}
private void CheckTouchingWall()
{
m_TouchingWall = false;
if(!m_Grounded)
{
if(Physics2D.OverlapCircle(m_WallCheck.position, 0.2f, m_WhatIsGround))
{
m_TouchingWall = true;
}
}
}
public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if (!crouch)
{
// If the character has a ceiling preventing them from standing up, keep them crouching
{
crouch = true;
}
}
m_isJumpDown = !m_lastJump && jump;
m_lastJump = jump;
bool hasMoveChanged = System.Math.Sign(m_lastMove) != System.Math.Sign(move);
m_lastMove = move;
Debug.Log($"move Changed {hasMoveChanged}");
//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
{
// If crouching
if (crouch)
{
if (!m_wasCrouching)
{
m_wasCrouching = true;
OnCrouchEvent.Invoke(true);
}
// Reduce the speed by the crouchSpeed multiplier
move *= m_CrouchSpeed;
// Disable one of the colliders when crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = false;
}
else
{
// Enable the collider when not crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = true;
if (m_wasCrouching)
{
m_wasCrouching = false;
OnCrouchEvent.Invoke(false);
}
}
// Move the character by finding the target velocity
Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
if (m_invertX)
{
Debug.Log("Inverting Direction");
targetVelocity *= new Vector2(-1, 1);
}
if (hasMoveChanged || m_Grounded)
m_invertX = false;
// And then smoothing it out and applying it to the character
m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
// If the input is moving the player right and the player is facing left...
if (move > 0 && !m_FacingRight)
{
// ... flip the player.
Flip();
}
// Otherwise if the input is moving the player left and the player is facing right...
else if (move < 0 && m_FacingRight)
{
// ... flip the player.
Flip();
}
}
// If the player should jump...
if (m_Grounded && m_isJumpDown)
{
// Add a vertical force to the player.
m_Grounded = false;
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
OnJumpEvent.Invoke();
m_LastWallJumpDirection = Direction.NA;
Debug.Log("Regular Jump");
}
//else if (m_TouchingWall && jump)
//{
// if (m_FacingRight && m_LastWallJumpDirection == Direction.L)
// {
// m_Rigidbody2D.AddForce(new Vector2(m_JumpForce * m_WallJumpMultiplier * (m_FacingRight ? 1f : -1f), m_JumpForce * m_WallJumpMultiplier));
// OnJumpEvent.Invoke();
//
// m_LastWallJumpDirection = Direction.R;
// }
// else if (!m_FacingRight && m_LastWallJumpDirection == Direction.R)
// {
// m_Rigidbody2D.AddForce(new Vector2(m_JumpForce * m_WallJumpMultiplier * (m_FacingRight ? 1f : -1f), m_JumpForce * m_WallJumpMultiplier));
// OnJumpEvent.Invoke();
//
// m_LastWallJumpDirection = Direction.L;
// }
//
//}
else if(m_TouchingWall && m_isJumpDown && (int) m_LastWallJumpDirection != m_forward)
{
m_Rigidbody2D.AddForce(new Vector2(m_WallJumpMultiplier * -m_forward, m_WallJumpMultiplier),ForceMode2D.Impulse);
OnJumpEvent.Invoke();
m_LastWallJumpDirection = (m_forward == -1) ? Direction.L : Direction.R;
Debug.Log("Wall Jump");
m_lastWallJumpTime = Time.time;
m_invertX = true;
}
if (m_TouchingWall && move != 0 && !m_Grounded && m_Rigidbody2D.velocity.y < 0)
{
Vector2 velocity = m_Rigidbody2D.velocity;
velocity.y = Mathf.Lerp(velocity.y, 0, m_wallFriction);
m_Rigidbody2D.velocity = velocity;
}
}
private void Flip()
{
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
private void OnDrawGizmosSelected()
{
Gizmos.color = m_TouchingWall ? Color.yellow : Color.green;
Gizmos.DrawWireSphere(m_WallCheck.position, 0.2f);
Gizmos.color = m_Grounded ? Color.yellow : Color.green;
Gizmos.DrawWireSphere(m_GroundCheck.position, k_GroundedRadius);
}
}