Pretty ok transition in out of safe zone

This commit is contained in:
Jason Durand 01 2022-04-02 03:35:56 -04:00
parent 10f36045f8
commit 35b28e65b4
12 changed files with 1987 additions and 415 deletions

1741
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@ -14,3 +14,5 @@ MonoBehaviour:
m_EditorClassIdentifier:
movementSpeed: 3
suckSpeed: 1
safeZoneJumpDuration: 1.2
safeZonePosition: {x: 0, y: 0, z: 0}

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@ -1,5 +1,4 @@
#nullable enable
using JetBrains.Annotations;
using UnityEngine;
using UnityEngine.InputSystem;
@ -10,7 +9,10 @@ public class PlayerMovement : MonoBehaviour {
PlayerInput playerInput;
Vector2 moveDirection;
BaseState currentState = new NormalMovementState();
BaseState currentState = new ImmobileMovementState();
SafeZone? safeZone;
bool lastJumpButton;
void Awake() {
rb = GetComponent<Rigidbody2D>();
@ -22,6 +24,8 @@ public class PlayerMovement : MonoBehaviour {
SwitchState(newState);
}
void OnDrawGizmos() => currentState.OnDrawGizmos(this);
public void OnMove(InputAction.CallbackContext ctx) {
moveDirection = ctx.ReadValue<Vector2>();
if (moveDirection.sqrMagnitude > 1.0f)
@ -29,10 +33,22 @@ public class PlayerMovement : MonoBehaviour {
}
public void OnJump(InputAction.CallbackContext ctx) {
if (!ctx.ReadValueAsButton())
//feels pretty redundant ^^'
bool newValue = ctx.ReadValueAsButton();
bool wasJustPressed = !lastJumpButton && newValue;
lastJumpButton = newValue;
if (!wasJustPressed)
return;
SwitchState(new JumpingMovementState());
if (safeZone == null)
return;
if (safeZone.IsInSafeZone) {
if (moveDirection.magnitude >= safeZone.stats.minJumpJoystickValue)
SwitchState(new ExitSafeZoneMovementState(safeZone, moveDirection));
} else //TODO if (AngleBetween(moveDirection, toSafeZone) < 90)
SwitchState(new EnterSafeZoneMovementState(safeZone));
}
void SwitchState(BaseState newState) {
@ -41,21 +57,36 @@ public class PlayerMovement : MonoBehaviour {
newState.EnterState(this);
}
void OnTriggerEnter2D(Collider2D other) {
if (other.GetComponent<SafeZone>() is {} triggeredSafeZone)
safeZone = triggeredSafeZone;
}
//Probably should remove, mostly for ImmobileState's draw gizmos
void OnTriggerStay2D(Collider2D other) {
if (other.GetComponent<SafeZone>() is {} triggeredSafeZone)
safeZone = triggeredSafeZone;
}
void OnTriggerExit2D(Collider2D other) {
if (other.GetComponent<SafeZone>() is {})
safeZone = null;
}
class BaseState {
//TODO If we never do anything before enter, replace with constructor?
public virtual void EnterState(PlayerMovement playerMovement) {}
public virtual void LeaveState(PlayerMovement playerMovement) {}
[CanBeNull]
public virtual BaseState UpdateState(PlayerMovement playerMovement) => null;
public virtual BaseState? UpdateState(PlayerMovement playerMovement) => null;
[CanBeNull]
public virtual BaseState FixedUpdateState(PlayerMovement playerMovement) => null;
public virtual BaseState? FixedUpdateState(PlayerMovement playerMovement) => null;
public virtual void OnDrawGizmos(PlayerMovement playerMovement) {}
}
class NormalMovementState : BaseState {
public override BaseState FixedUpdateState(PlayerMovement playerMovement) {
public override BaseState? FixedUpdateState(PlayerMovement playerMovement) {
playerMovement.rb.velocity = (Vector3)playerMovement.moveDirection * playerMovement.playerStats.movementSpeed;
return null;
@ -63,26 +94,88 @@ public class PlayerMovement : MonoBehaviour {
}
class JumpingMovementState : BaseState {
readonly float duration;
readonly Vector3 target;
Vector3 startPosition;
float startTime;
public JumpingMovementState(float duration, Vector3 target) {
this.duration = duration;
this.target = target;
}
public override void EnterState(PlayerMovement playerMovement) {
startPosition = playerMovement.transform.position;
startTime = Time.time;
playerMovement.rb.velocity = Vector2.zero;
}
public override BaseState FixedUpdateState(PlayerMovement playerMovement) {
public override BaseState? FixedUpdateState(PlayerMovement playerMovement) {
float currentTime = Time.time - startTime;
if (currentTime >= playerMovement.playerStats.safeZoneJumpDuration)
return new NormalMovementState();
if (currentTime >= duration)
return Transition();
playerMovement.rb.MovePosition(Vector3.Lerp(
startPosition,
playerMovement.playerStats.safeZonePosition,
currentTime / playerMovement.playerStats.safeZoneJumpDuration
target,
CubicEaseOut(currentTime / duration)
));
return null;
}
protected virtual BaseState Transition() => new NormalMovementState();
static float CubicEaseOut(float t) => 1 - Mathf.Pow(1 - t, 3);
}
class EnterSafeZoneMovementState : JumpingMovementState {
readonly SafeZone safeZone;
public EnterSafeZoneMovementState(SafeZone safeZone) : base(safeZone.stats.jumpDuration, safeZone.transform.position) {
this.safeZone = safeZone;
}
public override void EnterState(PlayerMovement playerMovement) {
base.EnterState(playerMovement);
safeZone.EnterSafeZone();
playerMovement.rb.velocity = Vector2.zero;
}
protected override BaseState Transition() => new ImmobileMovementState();
}
class ExitSafeZoneMovementState : JumpingMovementState {
readonly SafeZone safeZone;
public ExitSafeZoneMovementState(SafeZone safeZone, Vector2 direction) : base(safeZone.stats.jumpDuration, safeZone.GetOutsidePosition(direction)) {
this.safeZone = safeZone;
}
public override void LeaveState(PlayerMovement playerMovement) {
base.EnterState(playerMovement);
safeZone.ExitSafeZone();
playerMovement.rb.velocity = Vector2.zero;
}
}
class ImmobileMovementState : BaseState {
#if UNITY_EDITOR
public override void OnDrawGizmos(PlayerMovement playerMovement) {
if (playerMovement.safeZone is null)
return;
Vector3 dropPosition = playerMovement.safeZone.GetOutsidePosition(playerMovement.moveDirection);
bool canJump = playerMovement.moveDirection.magnitude >= playerMovement.safeZone.stats.minJumpJoystickValue;
Gizmos.color = canJump ? Color.green : Color.red;
Gizmos.DrawLine(playerMovement.transform.position, dropPosition);
if (canJump)
Gizmos.DrawSphere(dropPosition, .5f);
else
Gizmos.DrawWireSphere(dropPosition, .5f);
}
#endif
}
}

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@ -4,8 +4,4 @@
public class PlayerStats : ScriptableObject {
public float movementSpeed = 3f;
public float suckSpeed = 1f;
//TODO Move to SafeZone scriptable object or in Stage/ArenaComponent?
public float safeZoneJumpDuration = 1.5f;
public Vector3 safeZonePosition;
}

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jumpDuration: 1.2

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using UnityEngine;
public class SafeZone : MonoBehaviour {
public SafeZoneStats stats;
[SerializeField] CircleCollider2D moatCollider;
public bool IsInSafeZone { get; private set; } = true;
public void EnterSafeZone() {
moatCollider.enabled = false;
IsInSafeZone = true;
}
public void ExitSafeZone() {
moatCollider.enabled = true;
IsInSafeZone = false;
}
public Vector3 GetOutsidePosition(Vector2 direction) {
return transform.position + (moatCollider.radius + stats.jumpOffset) * (Vector3)direction;
}
}

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using UnityEngine;
[CreateAssetMenu]
public class SafeZoneStats : ScriptableObject {
[SerializeField] [Min(0f)]
public float jumpDuration = 1.2f;
[SerializeField] [Range(0f, 1f)]
public float minJumpJoystickValue = 0.5f;
[SerializeField] [Min(0f)]
public float jumpOffset = 1f;
}

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