Example #1
0
        private void Update()
        {
            if (PauseManager.Paused)
            {
                return;
            }
            if (DoggoController.win)
            {
                _renderer.enabled = false;
                return;
            }
            var move = Mathf.Abs(Input.GetAxis("Horizontal")) > 0.5f;

            if (!_playerController.IsDead())
            {
                _dir = _rb.velocity.x < 0f;
                if (!move || _shooting)
                {
                    _dir = !_throw.dir;
                }
                if (_playerController.OnWall())
                {
                    _dir = _advCol.CheckCollision(AdvPlayerCollider.Side.Right);
                }
            }

            _renderer.flipX = _dir;

            _anim.SetBool($"Dead", _health.CheckIfDead());
            _anim.SetBool($"Shooting", _shooting);
            _anim.SetBool($"Grounded", _advCol.IsGrounded());
            _anim.SetBool($"OnWall", _playerController.OnWall());
            _anim.SetBool($"Moving", move);
            _anim.SetBool($"OnLadder", _playerController.OnLadder());
            var climb = Math.Abs(Input.GetAxis("Vertical")) > 0.5f;

            climb = _playerController.OnLadder() && climb;
            _anim.SetBool($"Climbing", climb);
        }
Example #2
0
        private void Update()
        {
            if (PauseManager.Paused)
            {
                return;
            }
            if (DoggoController.win)
            {
                return;
            }

            myPreviousState = myCurrentState;
            SoundLoopLogic();

            if (_dead)
            {
                return;
            }



            //Movement
            var ground = _advCol.CheckCollision(AdvPlayerCollider.Side.Down);

            if (IsGround(ground))
            {
                var norm = DirectCast(ground).normal;
                var dir  = (Quaternion.Euler(0f, 0f, -90f) * norm).normalized;
                _rb.velocity = Input.GetAxis("Horizontal") * speed * dir;
            }
            else
            {
                _rb.velocity = new Vector2(Input.GetAxis("Horizontal") * speed, _rb.velocity.y);
            }

            if (CollisionLeft())
            {
                _rb.velocity = new Vector2(Mathf.Max(0f, _rb.velocity.x), _rb.velocity.y);
            }
            if (CollisionRight())
            {
                _rb.velocity = new Vector2(Mathf.Min(0f, _rb.velocity.x), _rb.velocity.y);
            }

            //Wall rebound;
            if (_reboundTm > 0 && !_onLadder)
            {
                _reboundTm  -= Time.deltaTime;
                _rb.velocity = new Vector2(_reboundDir * speed * wallJumpRebound, _rb.velocity.y);
            }

            if (_nearLadder && Mathf.Abs(Input.GetAxis("Vertical")) > 0f)
            {
                _onLadder = true;
            }

            //Dashing
            if (_dashTm > 0)
            {
                _dashTm     -= Time.deltaTime;
                _rb.velocity = new Vector2(_dashDir * dashForce, _rb.velocity.y);
            }

            if (Input.GetButtonDown($"Dash") && _canDash)
            {
                onDash?.Invoke();
                _dashTm  = dashTime;
                _dashDir = Mathf.Sign(Input.GetAxis("Horizontal"));
                _canDash = false;
            }


            //Wall sliding
            _rb.gravityScale = OnWall() ? wallGravity : defaultGravity;

            //Ladder climbing
            if (_onLadder)
            {
                _reboundTm       = 0f;
                _rb.gravityScale = 0f;
                _rb.velocity     = new Vector2(_rb.velocity.x, Input.GetAxis("Vertical") * climbingSpeed);
                _canDoubleJump   = true;
                return;
            }

            //Terminal velocity check
            if (_rb.velocity.y < maxFallingSpeed * -1f)
            {
                _rb.velocity = new Vector2(_rb.velocity.x, maxFallingSpeed * -1f);
            }

            if (OnWall())
            {
                _canDoubleJump = false;
                _canDash       = true;
                if (_rb.velocity.y < maxSlidingSpeed * -1f)
                {
                    _rb.velocity = new Vector2(_rb.velocity.x, maxSlidingSpeed * -1f);
                }
            }

            if (_advCol.IsGrounded())
            {
                _rb.gravityScale = 0f;
                _canDoubleJump   = true;
                _canDash         = true;
            }

            //Jumps
            if (Input.GetButtonDown("Jump"))
            {
                myCurrentState = PlayerState.NoneOfTheAbove;

                //Ground Jump
                if (_advCol.IsGrounded())
                {
                    onJump?.Invoke();
                    _rb.AddForce(Vector2.up * jumpForce);
                    _sounds.PlayJumping();
                }
                else if (OnWall())
                {
                    //Wall Jump
                    onWallJump?.Invoke();
                    _reboundDir  = _advCol.CheckCollision(AdvPlayerCollider.Side.Right) ? -1f : 1f;
                    _rb.velocity = new Vector2(_rb.velocity.x, 0f);
                    _rb.AddForce(Vector2.up * wallJumpForce);
                    _reboundTm = reboundTime;

                    _sounds.PlayJumping();
                    _sounds.StopSounds();
                }
                else if (_canDoubleJump)
                {
                    //Double Jump
                    onDoubleJump?.Invoke();
                    _rb.velocity = new Vector2(_rb.velocity.x, 0f);
                    _rb.AddForce(Vector2.up * doubleJumpForce);
                    _canDoubleJump = false;

                    _sounds.PlayDoubleJumping();
                }
            }

            if (myPreviousState != myCurrentState)
            {
                _sounds.StopSounds();
            }
        }