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/dev/null +++ b/AGL-Week1-Workshop/Assets/CharacterController2D.cs @@ -0,0 +1,147 @@ +using UnityEngine; +using UnityEngine.Events; + +public class CharacterController2D : MonoBehaviour +{ + [SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps. + [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100% + [Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement + [SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping; + [SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character + [SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded. + [SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings + [SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching + + const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded + private bool m_Grounded; // Whether or not the player is grounded. + const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up + private Rigidbody2D m_Rigidbody2D; + private bool m_FacingRight = true; // For determining which way the player is currently facing. + private Vector3 m_Velocity = Vector3.zero; + + [Header("Events")] + [Space] + + public UnityEvent OnLandEvent; + + [System.Serializable] + public class BoolEvent : UnityEvent { } + + public BoolEvent OnCrouchEvent; + private bool m_wasCrouching = false; + + private void Awake() + { + m_Rigidbody2D = GetComponent(); + + if (OnLandEvent == null) + OnLandEvent = new UnityEvent(); + + if (OnCrouchEvent == null) + OnCrouchEvent = new BoolEvent(); + } + + 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); + for (int i = 0; i < colliders.Length; i++) + { + if (colliders[i].gameObject != gameObject) + { + m_Grounded = true; + if (!wasGrounded) + OnLandEvent.Invoke(); + } + } + } + + + public void Move(float move, bool crouch, bool jump) + { + // If crouching, check to see if the character can stand up + if (!crouch) + { + // If the character has a ceiling preventing them from standing up, keep them crouching + if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround)) + { + crouch = true; + } + } + + //only control the player if grounded or airControl is turned on + if (m_Grounded || m_AirControl) + { + + // If crouching + if (crouch) + { + if (!m_wasCrouching) + { + m_wasCrouching = true; + OnCrouchEvent.Invoke(true); + } + + // Reduce the speed by the crouchSpeed multiplier + move *= m_CrouchSpeed; + + // Disable one of the colliders when crouching + if (m_CrouchDisableCollider != null) + m_CrouchDisableCollider.enabled = false; + } + else + { + // Enable the collider when not crouching + if (m_CrouchDisableCollider != null) + m_CrouchDisableCollider.enabled = true; + + if (m_wasCrouching) + { + m_wasCrouching = false; + OnCrouchEvent.Invoke(false); + } + } + + // Move the character by finding the target velocity + Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y); + // And then smoothing it out and applying it to the character + m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing); + + // If the input is moving the player right and the player is facing left... + if (move 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