Files

109 lines
4.1 KiB
C#

using UnityEngine;
namespace Unity.Cinemachine.Samples
{
/// <summary>
/// This is a very basic 2D implementation of SimplePlayerControllerBase.
///
/// It requires a [Rigidbody2D](https://docs.unity3d.com/ScriptReference/Rigidbody2D.html) component
/// to be placed on the player GameObject. Because it works with a Rigidbody2D, motion control is
/// implemented in the `FixedUpdate()` method.
///
/// Ground detection only works if the player has a small trigger collider under its feet.
/// </summary>
[RequireComponent(typeof(Rigidbody2D))]
public class SimplePlayerController2D : SimplePlayerControllerBase
{
[Tooltip("Reference to the child object that holds the player's visible geometry. "
+ "'It is rotated to face the direction of motion")]
public Transform PlayerGeometry;
[Tooltip("Makes possible to influence the direction of motion while the character is "
+ "in the air. Otherwise, the more realistic rule that the feet must be touching the ground applies.")]
public bool MotionControlWhileInAir;
bool m_IsSprinting;
bool m_IsGrounded;
Rigidbody2D m_Rigidbody2D;
#if UNITY_6000_1_OR_NEWER
public override bool IsMoving => Mathf.Abs(m_Rigidbody2D.linearVelocity.x) > 0.01f;
#else
#pragma warning disable CS0618 // obsolete for 6000.0.0f11 and newer
public override bool IsMoving => Mathf.Abs(m_Rigidbody2D.velocity.x) > 0.01f;
#pragma warning restore CS0618
#endif
public bool IsSprinting => m_IsSprinting;
public bool IsJumping => !m_IsGrounded;
void Start() => TryGetComponent(out m_Rigidbody2D);
private void OnEnable()
{
m_IsGrounded = true;
m_IsSprinting = false;
}
void FixedUpdate()
{
PreUpdate?.Invoke();
#if UNITY_6000_1_OR_NEWER
var vel = m_Rigidbody2D.linearVelocity;
#else
#pragma warning disable CS0618 // obsolete for 6000.0.0f11 and newer
var vel = m_Rigidbody2D.velocity;
#pragma warning restore CS0618
#endif
// Compute the new velocity and move the player, but only if not mid-jump
if (m_IsGrounded || MotionControlWhileInAir)
{
// Read the input from the user
m_IsSprinting = Sprint.Value > 0.5f;
vel.x = MoveX.Value * (m_IsSprinting ? SprintSpeed : Speed);
if (m_IsGrounded && Mathf.Max(MoveZ.Value, Jump.Value) > 0.01f)
vel.y = m_IsSprinting ? SprintJumpSpeed : JumpSpeed;
}
// Rotate the player to face movement direction
if (PlayerGeometry.rotation != null)
{
if (vel.x > Speed * 0.5f)
PlayerGeometry.rotation = Quaternion.Euler(new Vector3(0, 90, 0));
if (vel.x < -Speed * 0.5f)
PlayerGeometry.rotation = Quaternion.Euler(new Vector3(0, -90, 0));
}
#if UNITY_6000_1_OR_NEWER
m_Rigidbody2D.linearVelocity = vel;
#else
#pragma warning disable CS0618 // obsolete for 6000.0.0f11 and newer
m_Rigidbody2D.velocity = vel;
#pragma warning restore CS0618
#endif
PostUpdate?.Invoke(
new Vector3(0, vel.y, Mathf.Abs(vel.x)),
m_IsSprinting ? JumpSpeed / SprintJumpSpeed : 1);
}
// Ground detection only works if the player has a small trigger collider under its feet
void OnTriggerEnter2D(Collider2D collision)
{
if (!collision.isTrigger && !m_IsGrounded)
{
EndJump?.Invoke();
Landed.Invoke();
m_IsGrounded = true;
}
}
void OnTriggerExit2D(Collider2D collision)
{
if (!collision.isTrigger && m_IsGrounded)
{
StartJump?.Invoke();
m_IsGrounded = false;
}
}
void OnTriggerStay2D(Collider2D collision) => OnTriggerEnter2D(collision);
}
}