Quick normal to jumping transition + Camera
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1
Assets/Scripts/BaseState.cs
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1
Assets/Scripts/BaseState.cs
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@ -0,0 +1 @@
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Assets/Scripts/BaseState.cs.meta
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guid: fadee52153f04fe39506c73e6e1613e4
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timeCreated: 1648871987
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@ -1,38 +1,88 @@
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#nullable enable
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using JetBrains.Annotations;
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using UnityEngine;
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using UnityEngine.InputSystem;
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[RequireComponent(typeof(PlayerInput), typeof(Rigidbody2D))]
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public class PlayerMovement : MonoBehaviour {
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[SerializeField] PlayerStats playerStats;
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Rigidbody2D rigidbody;
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Rigidbody2D rb;
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PlayerInput playerInput;
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Vector2 moveDirection;
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BaseState currentState = new NormalMovementState();
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void Awake() {
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rigidbody = GetComponent<Rigidbody2D>();
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rb = GetComponent<Rigidbody2D>();
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playerInput = GetComponent<PlayerInput>();
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}
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void Start() {
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playerInput.actions["Move"].started += OnMove;
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playerInput.actions["Move"].performed += OnMove;
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playerInput.actions["Move"].canceled += OnMove;
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}
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void OnDestroy() {
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playerInput.actions["Move"].started -= OnMove;
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playerInput.actions["Move"].performed -= OnMove;
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playerInput.actions["Move"].canceled -= OnMove;
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}
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void FixedUpdate() {
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rigidbody.velocity = (Vector3)moveDirection * playerStats.movementSpeed;
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if (currentState.FixedUpdateState(this) is {} newState)
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SwitchState(newState);
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}
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void OnMove(InputAction.CallbackContext ctx) {
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public void OnMove(InputAction.CallbackContext ctx) {
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moveDirection = ctx.ReadValue<Vector2>();
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if (moveDirection.sqrMagnitude > 1.0f)
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moveDirection.Normalize();
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}
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public void OnJump(InputAction.CallbackContext ctx) {
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if (!ctx.ReadValueAsButton())
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return;
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SwitchState(new JumpingMovementState());
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}
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void SwitchState(BaseState newState) {
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currentState.LeaveState(this);
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currentState = newState;
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newState.EnterState(this);
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}
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class BaseState {
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//TODO If we never do anything before enter, replace with constructor?
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public virtual void EnterState(PlayerMovement playerMovement) {}
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public virtual void LeaveState(PlayerMovement playerMovement) {}
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[CanBeNull]
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public virtual BaseState UpdateState(PlayerMovement playerMovement) => null;
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[CanBeNull]
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public virtual BaseState FixedUpdateState(PlayerMovement playerMovement) => null;
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}
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class NormalMovementState : BaseState {
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public override BaseState FixedUpdateState(PlayerMovement playerMovement) {
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playerMovement.rb.velocity = (Vector3)playerMovement.moveDirection * playerMovement.playerStats.movementSpeed;
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return null;
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}
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}
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class JumpingMovementState : BaseState {
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Vector3 startPosition;
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float startTime;
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public override void EnterState(PlayerMovement playerMovement) {
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startPosition = playerMovement.transform.position;
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startTime = Time.time;
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}
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public override BaseState FixedUpdateState(PlayerMovement playerMovement) {
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float currentTime = Time.time - startTime;
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if (currentTime >= playerMovement.playerStats.safeZoneJumpDuration)
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return new NormalMovementState();
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playerMovement.rb.MovePosition(Vector3.Lerp(
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startPosition,
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playerMovement.playerStats.safeZonePosition,
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currentTime / playerMovement.playerStats.safeZoneJumpDuration
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));
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return null;
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}
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}
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}
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@ -4,4 +4,8 @@
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public class PlayerStats : ScriptableObject {
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public float movementSpeed = 3f;
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public float suckSpeed = 1f;
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//TODO Move to SafeZone scriptable object or in Stage/ArenaComponent?
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public float safeZoneJumpDuration = 1.5f;
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public Vector3 safeZonePosition;
|
||||
}
|
||||
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