#nullable enable using NaughtyAttributes; using UnityEngine; using UnityEngine.InputSystem; [RequireComponent(typeof(PlayerInput), typeof(Rigidbody2D))] public class PlayerMovement : MonoBehaviour { [SerializeField] [Required] GameFlowManager gameFlowManager = null!; [SerializeField] [field: Required] PlayerStats stats = null!; [SerializeField] GameObject globalCamera; [field: Required] Rigidbody2D rb = null!; [SerializeField] GameObject safeZonePrompt; Vector2 moveDirection; BaseState currentState = null!; SafeZone? safeZone; bool lastJumpButton; public bool IsInSafeZone => currentState is ImmobileMovementState; #region Unity Messages void Awake() { rb = GetComponent(); currentState = new ImmobileMovementState(this); safeZonePrompt.SetActive(false); } void Start() { globalCamera.SetActive(true); currentState.EnterState(); } void Update() { if (gameFlowManager.Paused) return; if (currentState.UpdateState() is {} newState) SwitchState(newState); } void FixedUpdate() { if (gameFlowManager.Paused) return; if (safeZone != null && safeZone.IsInSafeZone) { safeZonePrompt.SetActive(false); } else { safeZonePrompt.SetActive(true); } if (currentState.FixedUpdateState() is {} newState) SwitchState(newState); } void OnDrawGizmos() => currentState?.OnDrawGizmos(); #endregion public SafeZone? GetSafeZoneIfImmobile() { return currentState is ImmobileMovementState ? safeZone : null; } #region Inputs public void OnMove(InputAction.CallbackContext ctx) { moveDirection = ctx.ReadValue(); if (moveDirection.sqrMagnitude > 1.0f) moveDirection.Normalize(); } public void OnJump(InputAction.CallbackContext ctx) { if (!ctx.WasPressedThisFrame(ref lastJumpButton)) return; if (gameFlowManager.Paused || safeZone == null) return; if (IsInSafeZone) { if (moveDirection.magnitude >= safeZone.Stats.MinJumpJoystickValue) SwitchState(new ExitSafeZoneMovementState(this, safeZone, moveDirection)); } else if (currentState is NormalMovementState) //TODO if (AngleBetween(moveDirection, toSafeZone) < 90) SwitchState(new EnterSafeZoneMovementState(this, safeZone)); } #endregion #region Rigidbody void OnTriggerEnter2D(Collider2D other) { if (other.GetComponent() is {} triggeredSafeZone) safeZone = triggeredSafeZone; } //Probably should remove, mostly for ImmobileState's draw gizmos void OnTriggerStay2D(Collider2D other) { if (other.GetComponent() is {} triggeredSafeZone) safeZone = triggeredSafeZone; } void OnTriggerExit2D(Collider2D other) { if (other.GetComponent() is {}) safeZone = null; } #endregion #region States void SwitchState(BaseState newState) { currentState.LeaveState(); currentState = newState; newState.EnterState(); } abstract class BaseStatePlayerMovement : BaseState { protected PlayerMovement playerMovement; public BaseStatePlayerMovement(PlayerMovement playerMovement) { this.playerMovement = playerMovement; } } class NormalMovementState : BaseStatePlayerMovement { public NormalMovementState(PlayerMovement playerMovement) : base(playerMovement) {} public override BaseState? FixedUpdateState() { playerMovement.rb.velocity = (Vector3)playerMovement.moveDirection * playerMovement.stats.movementSpeed; return null; } } class JumpingMovementState : BaseStatePlayerMovement { readonly float duration; readonly Vector3 target; Vector3 startPosition; float startTime; public JumpingMovementState(PlayerMovement playerMovement, float duration, Vector3 target) : base(playerMovement) { this.duration = duration; this.target = target; } public override void EnterState() { startPosition = playerMovement.transform.position; startTime = Time.time; } public override BaseState? FixedUpdateState() { float currentTime = Time.time - startTime; if (currentTime >= duration) return Transition(); playerMovement.rb.MovePosition(Vector3.Lerp( startPosition, target, ModifyLerpTime(currentTime / duration) )); return null; } protected virtual BaseState Transition() => new NormalMovementState(playerMovement); protected virtual float ModifyLerpTime(float t) => t; } class EnterSafeZoneMovementState : JumpingMovementState { readonly SafeZone safeZone; public EnterSafeZoneMovementState(PlayerMovement playerMovement, SafeZone safeZone) : base(playerMovement, safeZone.Stats.JumpDuration, safeZone.transform.position) { this.safeZone = safeZone; } public override void EnterState() { base.EnterState(); playerMovement.rb.SetEnabled(false); } protected override BaseState Transition() => new ImmobileMovementState(playerMovement); protected override float ModifyLerpTime(float t) => safeZone.Stats.JumpSpeedCurve.Evaluate(t); } class ExitSafeZoneMovementState : JumpingMovementState { readonly SafeZone safeZone; public ExitSafeZoneMovementState(PlayerMovement playerMovement, SafeZone safeZone, Vector2 direction) : base(playerMovement, safeZone.Stats.JumpDuration, safeZone.GetOutsidePosition(direction)) { this.safeZone = safeZone; } public override void LeaveState() { base.EnterState(); playerMovement.rb.SetEnabled(true); } protected override float ModifyLerpTime(float t) => safeZone.Stats.JumpSpeedCurve.Evaluate(t); } class ImmobileMovementState : BaseStatePlayerMovement { public ImmobileMovementState(PlayerMovement playerMovement) : base(playerMovement) {} public override void EnterState() { base.EnterState(); playerMovement.globalCamera.SetActive(true); if (!playerMovement.rb.isKinematic) Debug.LogWarning("Rigidbody should probably be kinematic when immobile (when in safe zone)."); } public override void LeaveState() { base.LeaveState(); playerMovement.globalCamera.SetActive(false); } #if UNITY_EDITOR public override void OnDrawGizmos() { 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 } #endregion }