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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);
- }
- }
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