Bomberman/Assets/Scripts/PlayerMovement.cs
2020-06-28 19:12:59 -04:00

106 lines
3.0 KiB
C#

using TMPro;
using UnityEngine;
using UnityEngine.InputSystem;
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(PlayerInput))]
public class PlayerMovement : MonoBehaviour {
public PlayerData data;
public MapData mapData;
public bool tiledDirection = false;
new Rigidbody rigidbody;
Vector2 moveInput;
Vector3 moveDirection;
Transform camTransform;
MapData.Direction lastDirection;
void Awake() {
rigidbody = GetComponent<Rigidbody>();
var playerInput = GetComponent<PlayerInput>();
playerInput.actions["Move"].started += OnMove;
playerInput.actions["Move"].performed += OnMove;
playerInput.actions["Move"].canceled += OnMove;
if (Camera.main != null)
camTransform = Camera.main.transform;
else
Debug.LogError("Couldn't find the main camera.");
}
void Update() {
Vector3 camForward = camTransform.forward;
camForward.y = 0;
camForward.Normalize();
Vector3 direction = camForward * moveInput.y + camTransform.right * moveInput.x;
lastDirection = GetDirection(direction);
if (tiledDirection) {
Vector2 coords = mapData.WorldToAxial(transform.position);
Vector2 neighborCoords = MapData.GetNeighbor(coords, lastDirection);
Vector3 neighborWorld = mapData.AxialToWorld(neighborCoords) + Vector3.up * transform.position.y;
moveDirection = (neighborWorld - transform.position).normalized * direction.magnitude;
}else
moveDirection = direction;
}
float GetAngle(Vector3 direction) {
float angle = Vector3.SignedAngle(Vector3.forward, direction, Vector3.up);
if (angle < 0)
angle += 360f;
return angle;
}
float GetRoundAngleOffset(Vector3 direction)
=> 29 - (GetAngle(direction) + 29) % 60;
Vector3 RoundedDirection(Vector3 direction)
=> Quaternion.AngleAxis(GetRoundAngleOffset(direction), Vector3.up) * direction;
MapData.Direction GetDirection(Vector3 direction) {
float angle = GetAngle(direction);
float deltaAngle = GetRoundAngleOffset(direction);
int index = (Mathf.RoundToInt(angle + deltaAngle) / 60) % 6;
return (MapData.Direction) index;
}
void FixedUpdate() {
if (moveDirection != Vector3.zero) {
rigidbody.MovePosition(rigidbody.position + moveDirection * data.speed * Time.fixedDeltaTime);
AlignGroundedRotation();
}
}
void AlignGroundedRotation() {
Quaternion goalRot = Quaternion.LookRotation(moveDirection);
Quaternion slerp = Quaternion.Slerp(transform.rotation, goalRot, data.turnSpeed * moveDirection.magnitude * Time.fixedDeltaTime);
transform.rotation = slerp;
}
void OnMove(InputAction.CallbackContext ctx) {
Vector2 input = ctx.ReadValue<Vector2>();
if (input.sqrMagnitude > 1f)
input.Normalize();
moveInput = input;
}
/*void OnDrawGizmos() {
Gizmos.color = Color.blue;
var nearestAxial = mapData.WorldToAxial(new Vector2(transform.position.x, transform.position.z));
Gizmos.DrawSphere(mapData.AxialToWorld(nearestAxial) + Vector3.up, 0.2f);
Gizmos.color = Color.green;
var coords = MapData.GetNeighbor(nearestAxial, lastDirection);
Gizmos.DrawSphere(mapData.AxialToWorld(coords) + Vector3.up, 0.2f);
}*/
}