GGJ2022/Assets/Scripts/PlayerController.cs

304 lines
10 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float maxDistanceFromCenterLine = 30.0f;
[Header("Move")]
public float speed = 7.5f;
public float maxSpeed = 15.0f;
public float minSpeed = 5.0f;
[HideInInspector]
public float currentSpeed = 0f;
private float modifier = 0.0f;
Vector3 moveDirection = Vector3.zero;
bool canMove = false;
Rigidbody rb;
float moveDirectionY;
public bool isRunning = false;
public bool isFalling = false;
[Header("Jump")]
public float jumpSpeed = 7.5f;
[HideInInspector]
public bool jump = false;
private bool isGrounded = false;
[Header("Camera")]
public float lookSpeed = 7.5f;
public float lookXLimit = 40.0f;
public Camera playerCamera;
public float rotationX = 0;
[Header("Others")]
public ParticleSystem runningParticles;
public Transform mainObject;
public AudioSource audioSource;
public List<AudioClip> audioClips = new List<AudioClip>();
// Start is called before the first frame update
private Vector3 saveDirection;
private Vector3 downDirection;
private Vector3 platformForward;
private Vector3 follow = Vector3.zero;
private GameObject pullObject = null;
private GameObject pushObject = null;
void Start()
{
rb = GetComponent<Rigidbody>();
platformForward = Vector3.forward;
}
public void disableCursor()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
// Update is called once per frame
void Update()
{
rotationX += -Input.GetAxis("Mouse Y") * lookSpeed;
rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit);
playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);
transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);
isRunning = Input.GetKey(KeyCode.LeftShift);
if (canMove && currentSpeed < minSpeed)
{
currentSpeed += 0.0005f;
}
if (Input.GetAxis("Vertical") > 0 && currentSpeed < maxSpeed)
{
if (!canMove)
{
canMove = true;
}
currentSpeed += 0.01f;
}
else if (Input.GetAxis("Vertical") < 0 && currentSpeed > minSpeed)
{
currentSpeed -= 0.01f;
}
float curSpeedX = canMove ? (currentSpeed + modifier) : 0;
float curSpeedY = canMove ? (currentSpeed + 3.5f + modifier) * Input.GetAxis("Horizontal") : 0;
moveDirection = (platformForward * curSpeedX * Time.deltaTime) + (transform.right * curSpeedY * Time.deltaTime);
if ((currentSpeed + modifier) >= maxSpeed && !runningParticles.isPlaying)
{
runningParticles.Play(true);
}
else if ((currentSpeed + modifier) < maxSpeed && runningParticles.isPlaying)
{
runningParticles.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
}
if (Input.GetKeyDown(KeyCode.Space) && isGrounded)
{
jump = true;
isGrounded = false;
}
if (audioSource != null && audioClips.Count > 0) {
if ((currentSpeed + modifier) > speed * 3f && (currentSpeed + modifier) < speed * 7f)
{
if (audioClips.Count > 1 && audioSource.clip != audioClips[1]) {
audioSource.Stop();
audioSource.clip = audioClips[1];
audioSource.Play();
}
} else if ((currentSpeed + modifier) <= speed * 3f) {
if (audioSource.clip != audioClips[0]) {
audioSource.Stop();
audioSource.clip = audioClips[0];
audioSource.Play();
}
} else if ((currentSpeed + modifier) >= speed * 7f) {
if (audioClips.Count > 2 && audioSource.clip != audioClips[2])
{
audioSource.Stop();
audioSource.clip = audioClips[2];
audioSource.Play();
}
}
}
rb.MovePosition(rb.position + moveDirection);
}
private void FixedUpdate()
{
if (jump)
{
// Debug.Log("Jump");
rb.AddForce(transform.up * jumpSpeed * 100 * Time.deltaTime, ForceMode.Impulse);
jump = false;
}
if (rb.velocity.magnitude != 0 && Vector3.Dot(rb.velocity.normalized, Physics.gravity.normalized) > 0)
{
// Debug.Log("Player is falling :)");
this.isFalling = true;
}
else
{
this.isFalling = false;
}
if (saveDirection != Vector3.zero)
{
Vector3 axis;
float angle;
axis = Vector3.Cross(-transform.up, saveDirection);
angle = Mathf.Atan2(Vector3.Magnitude(axis), Vector3.Dot(-transform.up, saveDirection));
transform.RotateAround(axis, angle * Time.deltaTime * 5f);
}
if (pullObject != null)
{
PlatformManager platform = pullObject.GetComponent<PlatformManager>();
if (platform != null)
{
float step = platform.speed * Time.deltaTime * 10f;
rb.AddForce((pullObject.transform.position - transform.position) * step, ForceMode.Force);
}
if (Vector3.Distance(pullObject.transform.position, transform.position) > 5f)
{
pullObject = null;
}
}
if (pushObject != null)
{
PlatformManager platform = pushObject.GetComponent<PlatformManager>();
if (platform != null)
{
float step = platform.speed * Time.deltaTime * 10f;
rb.AddForce(-(pushObject.transform.position - transform.position) * step, ForceMode.Force);
}
if (Vector3.Distance(pushObject.transform.position, transform.position) > 5f)
{
pushObject = null;
}
}
var distanceFromYAxis = new Vector2(rb.position.x, rb.position.y).magnitude;
if (distanceFromYAxis > this.maxDistanceFromCenterLine)
{
Debug.Log("Player fell out of map.");
rb.velocity = Vector3.zero;
Physics.gravity = -Vector3.up * 9.81f;
UiController.SaveGame();
UnityEngine.SceneManagement.SceneManager.LoadScene(0);
}
}
void OnCollisionExit(Collision other)
{
if (other.gameObject.tag == "platform")
{
Physics.gravity = this.downDirection * 9.81f;
}
}
void OnCollisionStay(Collision other)
{
if (other.gameObject.tag != "platform") return;
PlatformManager platform = other.gameObject.GetComponent<PlatformManager>();
if (platform == null)
{
// FIXME: Should platforms be allowed to not to have a PlatformManager?
// Debug.Log("ERROR");
return;
}
if (other.GetContact(0).normal == other.transform.forward
|| other.GetContact(0).normal == -other.transform.forward
|| (other.GetContact(0).normal != -other.transform.up
&& other.GetContact(0).normal != other.transform.up
&& other.GetContact(0).normal != other.transform.right
&& other.GetContact(0).normal != -other.transform.right)
)
{
return;
}
this.downDirection = -other.GetContact(0).normal;
saveDirection = -other.GetContact(0).normal;
// TODO: Handle other PlatformTypes
Physics.gravity = -other.GetContact(0).normal * 9.81f;
}
void OnCollisionEnter(Collision other)
{
isGrounded = true;
if (other.gameObject.tag == "platform")
{
if (other.GetContact(0).normal == other.transform.forward
|| other.GetContact(0).normal == -other.transform.forward
|| (other.GetContact(0).normal != -other.transform.up
&& other.GetContact(0).normal != other.transform.up
&& other.GetContact(0).normal != other.transform.right
&& other.GetContact(0).normal != -other.transform.right)
)
{
return;
}
saveDirection = -other.GetContact(0).normal;
Vector3 gDirection = -other.GetContact(0).normal;
PlatformManager platform = other.gameObject.GetComponent<PlatformManager>();
if (platform != null)
{
switch (platform.type)
{
case PlatformManager.PlatformType.Push:
pushObject = other.gameObject;
pullObject = null;
break;
case PlatformManager.PlatformType.Pull:
pullObject = other.gameObject;
pushObject = null;
break;
case PlatformManager.PlatformType.RotateY:
break;
case PlatformManager.PlatformType.RotateZ:
break;
case PlatformManager.PlatformType.SpeedUp:
modifier += platform.speed;
break;
case PlatformManager.PlatformType.SpeedDown:
if (modifier - platform.speed >= 0)
{
modifier -= platform.speed;
}
else
{
modifier = 0.0f;
}
break;
default:
gDirection = -other.GetContact(0).normal;
break;
}
}
else
{
gDirection = -transform.up;
}
platformForward = other.transform.forward;
this.downDirection = gDirection;
Physics.gravity = gDirection * 9.81f;
}
}
}