Quick normal to jumping transition + Camera

This commit is contained in:
Jason Durand 01 2022-04-02 01:12:35 -04:00
parent df13976d24
commit c6c92a6e5e
5 changed files with 335 additions and 16 deletions

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#nullable enable
using JetBrains.Annotations;
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
[RequireComponent(typeof(PlayerInput), typeof(Rigidbody2D))] [RequireComponent(typeof(PlayerInput), typeof(Rigidbody2D))]
public class PlayerMovement : MonoBehaviour { public class PlayerMovement : MonoBehaviour {
[SerializeField] PlayerStats playerStats; [SerializeField] PlayerStats playerStats;
Rigidbody2D rigidbody; Rigidbody2D rb;
PlayerInput playerInput; PlayerInput playerInput;
Vector2 moveDirection; Vector2 moveDirection;
BaseState currentState = new NormalMovementState();
void Awake() { void Awake() {
rigidbody = GetComponent<Rigidbody2D>(); rb = GetComponent<Rigidbody2D>();
playerInput = GetComponent<PlayerInput>(); playerInput = GetComponent<PlayerInput>();
} }
void Start() {
playerInput.actions["Move"].started += OnMove;
playerInput.actions["Move"].performed += OnMove;
playerInput.actions["Move"].canceled += OnMove;
}
void OnDestroy() {
playerInput.actions["Move"].started -= OnMove;
playerInput.actions["Move"].performed -= OnMove;
playerInput.actions["Move"].canceled -= OnMove;
}
void FixedUpdate() { void FixedUpdate() {
rigidbody.velocity = (Vector3)moveDirection * playerStats.movementSpeed; if (currentState.FixedUpdateState(this) is {} newState)
SwitchState(newState);
} }
void OnMove(InputAction.CallbackContext ctx) { public void OnMove(InputAction.CallbackContext ctx) {
moveDirection = ctx.ReadValue<Vector2>(); moveDirection = ctx.ReadValue<Vector2>();
if (moveDirection.sqrMagnitude > 1.0f) if (moveDirection.sqrMagnitude > 1.0f)
moveDirection.Normalize(); moveDirection.Normalize();
} }
public void OnJump(InputAction.CallbackContext ctx) {
if (!ctx.ReadValueAsButton())
return;
SwitchState(new JumpingMovementState());
}
void SwitchState(BaseState newState) {
currentState.LeaveState(this);
currentState = newState;
newState.EnterState(this);
}
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;
[CanBeNull]
public virtual BaseState FixedUpdateState(PlayerMovement playerMovement) => null;
}
class NormalMovementState : BaseState {
public override BaseState FixedUpdateState(PlayerMovement playerMovement) {
playerMovement.rb.velocity = (Vector3)playerMovement.moveDirection * playerMovement.playerStats.movementSpeed;
return null;
}
}
class JumpingMovementState : BaseState {
Vector3 startPosition;
float startTime;
public override void EnterState(PlayerMovement playerMovement) {
startPosition = playerMovement.transform.position;
startTime = Time.time;
}
public override BaseState FixedUpdateState(PlayerMovement playerMovement) {
float currentTime = Time.time - startTime;
if (currentTime >= playerMovement.playerStats.safeZoneJumpDuration)
return new NormalMovementState();
playerMovement.rb.MovePosition(Vector3.Lerp(
startPosition,
playerMovement.playerStats.safeZonePosition,
currentTime / playerMovement.playerStats.safeZoneJumpDuration
));
return null;
}
}
} }

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