ludumdare50/Assets/Scripts/PlayerMovement.cs

180 lines
5.2 KiB
C#

#nullable enable
using UnityEngine;
using UnityEngine.InputSystem;
[RequireComponent(typeof(PlayerInput), typeof(Rigidbody2D))]
public class PlayerMovement : MonoBehaviour {
[SerializeField] PlayerStats stats = null!;
Rigidbody2D rb = null!;
Vector2 moveDirection;
BaseState currentState = new ImmobileMovementState();
SafeZone? safeZone;
bool lastJumpButton;
void Awake() => rb = GetComponent<Rigidbody2D>();
void FixedUpdate() {
if (currentState.FixedUpdateState(this) is {} newState)
SwitchState(newState);
}
void OnDrawGizmos() => currentState.OnDrawGizmos(this);
public void OnMove(InputAction.CallbackContext ctx) {
moveDirection = ctx.ReadValue<Vector2>();
if (moveDirection.sqrMagnitude > 1.0f)
moveDirection.Normalize();
}
public void OnJump(InputAction.CallbackContext ctx) {
//feels pretty redundant ^^'
bool newValue = ctx.ReadValueAsButton();
bool wasJustPressed = !lastJumpButton && newValue;
lastJumpButton = newValue;
if (!wasJustPressed)
return;
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) {
currentState.LeaveState(this);
currentState = newState;
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 {
public virtual void EnterState(PlayerMovement playerMovement) {}
public virtual void LeaveState(PlayerMovement playerMovement) {}
public virtual BaseState? UpdateState(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) {
playerMovement.rb.velocity = (Vector3)playerMovement.moveDirection * playerMovement.stats.movementSpeed;
return null;
}
}
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) {
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();
protected virtual float ModifyLerpTime(float t) => t;
}
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();
protected override float ModifyLerpTime(float t) => safeZone.stats.JumpSpeedCurve.Evaluate(t);
}
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;
}
protected override float ModifyLerpTime(float t) => safeZone.stats.JumpSpeedCurve.Evaluate(t);
}
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
}
}