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pgs/Assets/Scripts/Physics/CharacterController2D.cs

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2026-02-21 16:58:22 -08:00
using UnityEngine;
using UnityEngine.Events;
public class CharacterController2D : MonoBehaviour {
[SerializeField] private float m_JumpForce = 50f; // Amount of force added when the player jumps.
[Range(0, .3f)] [SerializeField] private float m_RunSmoothing = .15f; // How much to smooth out the movement
[Range(0, .3f)] [SerializeField] private float m_DashSmoothing = .3f; // How much to smooth out the movement
[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
[SerializeField] public LayerMask m_WhatIsGround; // A mask determining what is ground to the character
[SerializeField] private Vector3 m_halfExtents;
[SerializeField] public Transform m_GroundCheckBottom; // A position marking where to check if the player is grounded.
[SerializeField] public Transform m_GroundCheckTop; // A position marking where to check if the player is grounded.
public bool m_Grounded; // Whether or not the player is grounded.
public float maxDropSpeed = 100f;
public float maxHorizontalSpeed = 100f;
public Rigidbody2D m_Rigidbody2D;
public PlayerMovement m_PlayerMovement;
public AudioSource audioSource;
public AudioClip audioClipLand;
public AudioClip audioClipJump;
public AudioClip audioClipDoubleJump;
public AudioClip audioClipWallKick;
public AudioClip audioClipDash;
public AudioClip audioClipDashStart;
public AudioClip audioClipBlowback;
public AudioClip audioClipAttack;
public AudioClip audioClipFootstep1;
public AudioClip audioClipFootstep2;
public AudioClip audioClipExecutionCharge;
public AudioClip audioClipExecution;
public AudioClip audioClipArrowBarrageCharge;
public AudioClip audioClipPickup;
public AudioClip audioClipCraft;
public AudioClip audioClipCraftFail;
public AudioClip audioClipLevelUp;
public float volume = 0.5f;
public bool m_FacingRight = true; // For determining which way the player is currently facing.
private Vector3 m_Velocity = Vector3.zero;
public float lowGravity = 2;
public float highGravity = 5;
[Header("Events")]
[Space]
public UnityEvent OnLandEvent;
[System.Serializable]
public class BoolEvent : UnityEvent<bool> { }
private void Awake() {
m_Rigidbody2D = GetComponent<Rigidbody2D>();
if (OnLandEvent == null)
OnLandEvent = new UnityEvent();
State.state.quests.RefreshAvailableQuests();
}
private void FixedUpdate() {
bool wasGrounded = m_Grounded;
m_Grounded = false;
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
// Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
// Bottom ground check must touch. Top ground check (slightly above bottom of hitbox) must not touch.
Collider2D[] collidersBottom = Physics2D.OverlapBoxAll(m_GroundCheckBottom.position, m_halfExtents, 0, m_WhatIsGround);
Collider2D[] collidersTop = Physics2D.OverlapBoxAll(m_GroundCheckTop.position, m_halfExtents, 0, m_WhatIsGround);
bool collidedBottom = false, collidedTop = false;
if (m_Rigidbody2D.velocity.y <= 1) {
for (int i = 0; i < collidersBottom.Length; i++) {
if (collidersBottom[i].gameObject != gameObject) {
collidedBottom = true;
}
}
for (int i = 0; i < collidersTop.Length; i++) {
if (collidersTop[i].gameObject != gameObject) {
collidedTop = true;
}
}
if (collidedBottom && !collidedTop) {
m_Grounded = true;
if (!wasGrounded) {
Debug.Log("Land");
OnLandEvent.Invoke();
}
}
}
}
public void Move(float move, bool jump, bool dash = false) {
// Only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl) {
float intendedSpeed = move * 10f;
bool shouldControlVelocity = true;
// If the player is in the air and has already passed the max natural speed in that direction,
// don't slow them down.
if (!m_Grounded && m_AirControl &&
(move > 0f) == (m_Rigidbody2D.velocity.x > 0f) &&
(move < 0f) == (m_Rigidbody2D.velocity.x < 0f) &&
Mathf.Abs(m_Rigidbody2D.velocity.x) > Mathf.Abs(intendedSpeed)) {
shouldControlVelocity = false;
}
// Blowback Shot and wall-kicking negate air control.
if (!m_Grounded && (m_PlayerMovement.alreadyBlowbackShot || m_PlayerMovement.alreadyKicked)) {
shouldControlVelocity = false;
}
Vector3 newVelocity = m_Rigidbody2D.velocity;
if (shouldControlVelocity) {
// Move the character by finding the target velocity
Vector3 targetVelocity = new Vector2(intendedSpeed, m_Rigidbody2D.velocity.y);
// And then smoothing it out and applying it to the character
if (dash) {
newVelocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_DashSmoothing);
} else {
newVelocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_RunSmoothing);
}
// If the input is moving the player right and the player is facing left...
if (move > 0 && !m_FacingRight) {
// ... flip the player.
Flip();
}
// Otherwise if the input is moving the player left and the player is facing right...
else if (move < 0 && m_FacingRight) {
// ... flip the player.
Flip();
}
}
newVelocity.y = Mathf.Max(m_Rigidbody2D.velocity.y, maxDropSpeed);
m_Rigidbody2D.velocity = newVelocity;
}
// Add force at the start of your jump.
if (m_Grounded && jump) {
m_Grounded = false;
m_Rigidbody2D.velocity = new Vector2(m_Rigidbody2D.velocity.x,
m_Rigidbody2D.velocity.y + 2.0f);
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
PlaySound(audioClipJump);
}
m_Rigidbody2D.velocity = new Vector2(
Mathf.Max(Mathf.Min(m_Rigidbody2D.velocity.x, maxHorizontalSpeed), -1f * maxHorizontalSpeed),
m_Rigidbody2D.velocity.y);
}
public void Flip() {
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;
// Multiply the player's x local scale by -1.
Vector3 scale = transform.localScale;
scale.x *= -1;
transform.localScale = scale;
}
public void PlaySound(AudioClip clip) {
audioSource.PlayOneShot(clip, volume);
}
}