Global Game Jam 2021
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2.8 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
[RequireComponent(typeof(PlayerInput), typeof(CharacterController))]
public class PlayerInputController : MonoBehaviour
{
[SerializeField]
private float m_playerSpeed = 1;
[SerializeField]
private float m_rotationSpeed = 1;
[SerializeField]
[Tooltip("Used to spin on spot\n"
+ "0 = back\n"
+ "0.5 = left/right\n"
+ "1.0 = forward")]
private AnimationCurve m_turnRadius;
private PlayerInput m_input;
private CharacterController m_controller;
private Vector3 m_desiredDirection;
private bool m_recievedInput => m_desiredDirection.magnitude != 0;
private YeetController m_yeetController;
private GameObject m_child;
private GameObject m_body;
private void Awake()
{
m_input = GetComponent<PlayerInput>();
m_controller = GetComponent<CharacterController>();
m_yeetController = GetComponent<YeetController>();
m_body = this.gameObject;
}
private void Update()
{
ApplyRotation();
ApplyMovement();
LockAxis(Vector3.up);
}
private void OnMovement(InputValue value)
{
Vector2 m_recievedInput = value.Get<Vector2>();
m_desiredDirection = new Vector3(m_recievedInput.x, 0.0f, m_recievedInput.y);
}
private void OnTriggerEnter(Collider collider)
{
Debug.Log("PlayerInputController.OnTriggerEnter: arrived");
m_child = collider.gameObject;
}
private void OnTriggerExit(Collider collider)
{
m_child = null;
}
private void OnYeet()
{
m_yeetController.parent = m_body;
switch (m_yeetController.yeetState)
{
case YeetController.YeetState.Unheld:
if(m_child)
m_yeetController.Hold(m_child);
// Grab nearest baby
break;
case YeetController.YeetState.Held:
m_yeetController.Yeet();
// Yeet baby
break;
case YeetController.YeetState.Yeeting:
// Cooldown?
break;
}
}
private void ApplyRotation()
{
transform.forward = Vector3.Slerp(transform.forward, m_desiredDirection.normalized, m_rotationSpeed * Time.deltaTime);
}
private void ApplyMovement()
{
if (!m_recievedInput)
return;
float forwardRatio = (Vector3.Dot(transform.forward, m_desiredDirection.normalized) + 1) / 2;
float speed = m_turnRadius.Evaluate(forwardRatio) * m_playerSpeed;
m_controller.Move(transform.forward * speed * Time.deltaTime);
}
private void LockAxis(Vector3 axis)
{
transform.position = Vector3.ProjectOnPlane(transform.position, axis);
}
}