UnityProjekt/Assets/Scripts/OwnCharacterController.cs
NorbiPeti cbabc6e6a2
Jumping animation without sprinting as well
State of the code before and after presentation
2020-11-20 15:34:20 +01:00

111 lines
No EOL
3.3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Random = System.Random;
public class OwnCharacterController : CharacterControllerBase
{
public float jumpForce;
public float movementSpeed;
public float sprintSpeed;
public PlatformSpawner platformSpawner;
private Vector3 _spawnPos;
private float _health = 100f;
private readonly Random _random = new Random();
private readonly List<Vector3> _checkpointPosList = new List<Vector3>();
private Vector3 _checkpointPos;
private Animator _animator;
private static readonly int Speed = Animator.StringToHash("Speed");
private static readonly int Jump = Animator.StringToHash("Jump");
private static readonly int Sprint = Animator.StringToHash("Sprint");
private JumpStatus _jumpStatus = JumpStatus.None;
// Start is called before the first frame update
void Start()
{
_rb = GetComponent<Rigidbody2D>();
_spawnPos = transform.position;
_animator = GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
if (platformSpawner.ShouldRespawn(transform, this))
Respawn();
float input = Input.GetAxis("Horizontal");
var tr = transform;
if (input < 0 && tr.localScale.x > 0
|| input > 0 && tr.localScale.x < 0)
{
var scale = tr.localScale;
scale.x *= -1;
tr.localScale = scale;
}
bool sprinting = Input.GetButton("Fire3");
if (sprinting)
input *= sprintSpeed;
if (Mathf.Abs(_rb.velocity.x) <= 3)
_rb.velocity += new Vector2(input * movementSpeed, 0);
if (Input.GetButtonDown("Jump") && IsOnGround())
{
//_rb.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse);
_rb.velocity += new Vector2(0, jumpForce);
_jumpStatus = JumpStatus.Up;
_animator.SetInteger(Jump, (int) _jumpStatus);
}
else if (_jumpStatus == JumpStatus.Up && _rb.velocity.y <= 0)
{
_jumpStatus = JumpStatus.Down;
_animator.SetInteger(Jump, (int) _jumpStatus);
}
else if (_jumpStatus == JumpStatus.Down && Math.Abs(_rb.velocity.y) <= 0.001f)
{
_jumpStatus = JumpStatus.None;
_animator.SetInteger(Jump, (int) _jumpStatus);
}
if (_checkpointPos.x > 0 && (tr.position - _checkpointPos).magnitude < 2f)
{
_spawnPos = _checkpointPos;
_checkpointPosList.RemoveAt(0);
_checkpointPos = _checkpointPosList.Count > 0 ? _checkpointPosList[0] : Vector3.zero;
}
_animator.SetFloat(Speed, Math.Abs(_rb.velocity.x));
_animator.SetBool(Sprint, Input.GetButton("Fire3"));
}
public void Hit()
{
_health -= (float) _random.NextDouble() % 20f + 20f;
if (_health <= 0f)
Respawn();
}
public void Respawn()
{
transform.position = _spawnPos;
_health = 100f;
_rb.velocity = Vector2.zero;
}
public void SetCheckpoint(Vector3 pos)
{
_checkpointPosList.Add(pos);
if (_checkpointPos.x <= 0) _checkpointPos = _checkpointPosList[0];
}
enum JumpStatus
{
None,
Up,
Down
}
}