Files
SpaceGame/Assets/Scripts/Runtime/Player/PlayerMotor.cs

105 lines
3.8 KiB
C#

using Boxfriend.Extensions;
using Boxfriend.Input;
using KinematicCharacterController;
using UnityEngine;
namespace Boxfriend.Player
{
[RequireComponent(typeof(InputDispatcher))]
[RequireComponent(typeof(KinematicCharacterMotor))]
public class PlayerMotor : MonoBehaviour, ICharacterController
{
[SerializeField, InspectorOnly] private KinematicCharacterMotor _characterMotor;
[SerializeField, InspectorOnly] private InputDispatcher _input;
[SerializeField, InspectorOnly] private Animator _animator;
private bool _isSprinting;
private float _yRotation;
private float _gravityVelocity;
private Vector3 _moveDirection;
private Vector3 _groundNormal = Vector3.up;
[SerializeField, InspectorOnly] private float _moveSpeed;
[SerializeField, InspectorOnly] private float _defaultGravity;
[SerializeField, InspectorOnly] private float _jumpForce;
private void Awake ()
{
_input.OnLook += OnLook;
_input.OnMove += OnMove;
_input.OnJump += OnJump;
_input.OnSprint += OnSprint;
_characterMotor.CharacterController = this;
}
private void OnLook (Vector2 delta) => _yRotation = Mathf.Repeat(_yRotation + delta.x, 360);
private void OnMove (Vector2 inputDir) => _moveDirection = inputDir.To3D();
private void OnSprint (bool sprinting) => _isSprinting = sprinting;
private void OnJump ()
{
if (!_characterMotor.GroundingStatus.IsStableOnGround)
return;
_characterMotor.ForceUnground();
_groundNormal = Vector3.up;
_gravityVelocity = _jumpForce;
}
public void UpdateRotation (ref Quaternion currentRotation, float deltaTime) => currentRotation = Quaternion.Euler(0, _yRotation, 0);
public void UpdateVelocity (ref Vector3 currentVelocity, float deltaTime)
{
if (!_characterMotor.GroundingStatus.IsStableOnGround)
{
_gravityVelocity += _defaultGravity * deltaTime;
currentVelocity.y = _gravityVelocity;
return;
}
_gravityVelocity = 0;
var moveDir = transform.TransformDirection(_moveDirection);
var direction = _characterMotor.GetDirectionTangentToSurface(moveDir, _groundNormal);
direction *= _isSprinting ? _moveSpeed * 1.5f : _moveSpeed;
direction.y += _gravityVelocity;
currentVelocity = direction;
}
public void BeforeCharacterUpdate (float deltaTime) { }
public void PostGroundingUpdate (float deltaTime) { }
public void AfterCharacterUpdate (float deltaTime)
{
_animator.SetFloat("Speed", _moveDirection.z);
_animator.SetFloat("Turns", _moveDirection.x);
}
public bool IsColliderValidForCollisions (Collider coll) => coll != _characterMotor.Capsule;
public void OnGroundHit (Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
ref HitStabilityReport hitStabilityReport) => _groundNormal = hitNormal;
public void OnMovementHit (Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
ref HitStabilityReport hitStabilityReport)
{ }
public void ProcessHitStabilityReport (Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition,
Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
{ }
public void OnDiscreteCollisionDetected (Collider hitCollider) { }
private void Reset ()
{
_characterMotor = GetComponent<KinematicCharacterMotor>();
_input = GetComponent<InputDispatcher>();
}
}
}