private void Update()
    {
        if (m_PlayerState == State.Intro ||
            m_PlayerState == State.ControllingEnemy)
        {
            return;
        }

        State nextState = State.None;

        Vector2 moveVecThisFrame = Vector2.zero;
        bool    bgInputDown      = m_BackgroundTap.GetHasInput();
        bool    bgInputUp        = m_BackgroundTap.GetHasInputUp();

        if (nextState == State.Flight)
        {
            if (Input.GetKey(KeyCode.UpArrow))
            {
                moveVecThisFrame = new Vector2(0f, 6f * Time.deltaTime);
            }
            if (Input.GetKey(KeyCode.DownArrow))
            {
                moveVecThisFrame = new Vector2(0f, -6f * Time.deltaTime);
            }
        }

        //Detect to go into jump boost state
        if (bgInputDown &&
            m_PlayerState != State.Damaged &&
            m_PlayerState != State.OnHatch &&
            m_PlayerState != State.AttachedToObject)
        {
            if (m_StartedBoostPath && m_PlayerSpear.CanClamp)
            {
                HandleClampedToObjectByRope();
            }
            else
            {
                float currentTime = Time.realtimeSinceStartup;
                if (!m_PressedForBoost)
                {
                    m_PressedForBoost          = true;
                    m_PressedForBoostStartTime = currentTime;
                }
                if (currentTime - m_PressedForBoostStartTime > .3f)
                {
                    nextState = State.JumpBoost;
                    ResetStateVars(nextState);

                    if (m_PlayerState != nextState)
                    {
                        InitJumpBoostState();
                    }

                    Vector2 playerScreenPos = Camera.main.WorldToScreenPoint(transform.position);
                    Vector2 arrowDirPos     = Input.mousePosition;
                    Vector2 lookAt          = (arrowDirPos - playerScreenPos).normalized;

                    float jumpBoostAngle = Mathf.Atan2(lookAt.y, lookAt.x) * Mathf.Rad2Deg;

                    m_JumpBoostRightArrow.rotation      = Quaternion.Euler(new Vector3(0f, 0f, jumpBoostAngle));
                    m_JumpBoostRightArrow.localPosition = m_JumpBoostRightArrow.transform.right * .3f;

                    float timeToMaxBoost             = 1f;
                    float timeInJumpBoost            = Mathf.Min(Time.realtimeSinceStartup - m_JumpBoostStartTime, timeToMaxBoost);
                    float maxBoostAdditiveArrowScale = 7f;

                    m_JumpBoostRightArrow.localScale = new Vector3(maxBoostAdditiveArrowScale, 4f, 1f);

                    m_DisplayRoot.localScale = new Vector3(Mathf.Abs(m_DisplayRoot.localScale.x) * (lookAt.x < 0f ? -1f : 1f),
                                                           m_DisplayRoot.localScale.y,
                                                           m_DisplayRoot.localScale.z);
                }
            }
        }

        //On mouse up, see if we've been jump boost state, if not, see if there was no other state set, that
        //would mean we can do our go-to.
        if (bgInputUp &&
            m_PlayerState != State.Damaged &&
            m_PlayerState != State.OnHatch &&
            m_PlayerState != State.AttachedToObject)
        {
            m_PressedForBoost = false;

            if (m_PlayerState == State.JumpBoost)
            {
                if (!m_StartedBoostPath)
                {
                    m_StartedBoostPath = true;
                    m_JumpBoostRightArrow.gameObject.SetActive(false);

                    m_PlayerSpear.Clear();
                    m_PlayerSpear.FireIntoDirection(transform.position,
                                                    m_JumpBoostRightArrow.right,
                                                    () =>
                    {
                        ResetStateVars(State.Idle);
                        InitIdleState();
                    });
                }
            }
            else if (nextState == State.None)
            {
                nextState = State.GoTo;
                ResetStateVars(nextState);
                InitGoToState();
            }
        }

        if (m_PlayerState == State.OnHatch || m_PlayerState == State.AttachedToObject)
        {
            if (m_PlayerState != State.AttachedToObject)
            {
                bool hijackBtnPressed = m_HijackButton.IsHeldDown;

                if (hijackBtnPressed)
                {
                    if (!m_IsOpening)
                    {
                        m_IsOpening = true;
                        m_Animations.Play("HijackOpen");
                        OnStartedOpeningInHijack?.Invoke();
                    }
                }
                else if (m_IsOpening)
                {
                    m_IsOpening = false;
                    m_Animations.Play("Idle");
                    OnStoppedOpeningInHijack?.Invoke();
                }
            }

            if (m_PlayerSpear.CurrentState == PlayerSpear.State.ClosedToClamp)
            {
                if (!m_IsSwingingOnClamp)
                {
                    //Spear being in this state means we can swipe on the screen to clamp swing

                    if (bgInputDown && !m_InputDownForClampSwing)
                    {
                        m_InputDownForClampSwing  = true;
                        m_ClampSwingScreenDownPos = Input.mousePosition;
                        m_ClampSwingDownStartTime = Time.realtimeSinceStartup;
                    }
                    else if (bgInputUp && m_InputDownForClampSwing)
                    {
                        m_InputDownForClampSwing = false;

                        float clampSwipeTime = Time.realtimeSinceStartup - m_ClampSwingDownStartTime;
                        if (clampSwipeTime <= kMaxClampSwingTimeWindow)
                        {
                            //Reset spear to its idle state before doing any swing out behavior
                            m_PlayerSpear.ResetToIdle();
                            m_PlayerSpear.SetClosedToClampState();

                            //We'll say that this was quick enough to be considered a swipe

                            Vector3 worldSwipeStartPos = Camera.main.ScreenToWorldPoint(m_ClampSwingScreenDownPos);
                            Vector3 worldSwipeEndPos   = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                            //Get swipe direction and distance
                            Vector2 swipeDir  = (worldSwipeEndPos - worldSwipeStartPos).normalized;
                            float   swipeDist = swipeDir.magnitude;

                            m_DisplayRoot.localScale = new Vector3(Mathf.Abs(m_DisplayRoot.localScale.x) * (swipeDir.x > 0 ? -1 : 1),
                                                                   m_DisplayRoot.localScale.y,
                                                                   m_DisplayRoot.localScale.z);

                            m_ClampSwingDir          = swipeDir;
                            m_ClampSwingVelocity     = swipeDir * 30f;
                            m_ClampSwingAcceleration = m_ClampSwingVelocity * 4f;

                            //We now use these data points to get the player spear to do its clamp swing behavior
                            m_IsSwingingOnClamp            = true;
                            m_RopeSwingOutEndWorldLocalPos = transform.localPosition;
                            m_RopeSwingOutParent           = transform.parent;
                            Vector3 swingInDestPos = transform.localPosition;

                            m_SwingOutDoneCallback = () =>
                            {
                                Vector3 localMoveDest = swingInDestPos;
                                m_TopOfSwingDelay = DOTween.Sequence();
                                m_TopOfSwingDelay.AppendInterval(.3f);
                                m_TopOfSwingDelay.Append(DOTween.To(GetCurrentPosFromRopeSwingIn, HandleClampedRopeSwingInVelocity, localMoveDest, 1f));
                                m_TopOfSwingDelay.AppendCallback(() =>
                                {
                                    m_TopOfSwingDelay   = null;
                                    m_IsSwingingOnClamp = false;
                                });
                            };
                        }
                    }
                }
                else if (bgInputUp && m_TopOfSwingDelay != null)
                {
                    TugOffRopeClamp();
                }
            }
        }

        //Detect to go into idle state
        if (nextState == State.None &&
            m_PlayerState != State.GoTo &&
            m_PlayerState != State.JumpBoost &&
            m_PlayerState != State.Damaged &&
            m_PlayerState != State.OnHatch &&
            m_PlayerState != State.AttachedToObject)
        {
            nextState = State.Idle;
            ResetStateVars(nextState);

            if (m_PlayerState != nextState)
            {
                InitIdleState();
            }
        }

        //if(m_StartedBoostPath && m_PlayerState == State.JumpBoost)
        //HandleBoostVelocity(ref moveVecThisFrame);

        if (m_PlayerState == State.Damaged)
        {
            HandleDamagedVelocity(ref moveVecThisFrame);
        }

        //if(m_PlayerState != State.OnHatch && m_PlayerState != State.AttachedToObject)
        HandleMoveStep(moveVecThisFrame);

        if ((m_PlayerState == State.OnHatch || m_PlayerState == State.AttachedToObject) && m_IsSwingingOnClamp)
        {
            HandleClampedRopeSwingOutVelocity();
        }

        //Check to see if player is close to any enemies that are controlled. If yes,
        //we show the enter/leave button
        if (m_PlayerState != State.ControllingEnemy &&
            m_PlayerState != State.OnHatch)
        {
            bool inRangeOfAny = false;
            if (m_CurrentControlledEnemy == null)
            {
                foreach (Enemy e in m_OwnedEnemies)
                {
                    float dist = (transform.position - e.transform.position).magnitude;
                    inRangeOfAny = (dist <= 5f);
                    if (inRangeOfAny)
                    {
                        break;
                    }
                }
            }
            m_EnterOrLeaveShipBtn.gameObject.SetActive(inRangeOfAny);
        }
        else if (m_PlayerState == State.ControllingEnemy &&
                 !m_EnterOrLeaveShipBtn.gameObject.activeSelf)
        {
            m_EnterOrLeaveShipBtn.gameObject.SetActive(true);
        }

        float bgWorldStep = m_BackgroundScroller.GetMoveStep() * .05f;

        //m_DistTraveledFromStart += new Vector2(bgWorldStep, 0f);
        m_WorldRoot.transform.position += new Vector3(-bgWorldStep, 0f, 0f);
    }
Exemple #2
0
    public void Update()
    {
        HandleFallMovement();

        if (m_BGScroller != null)
        {
            m_BGScroller.UpdateFromMoveStep();
        }

        if (m_FallingCamera != null)
        {
            m_FallingCamera.TryToFollow();
        }

        if (m_ActiveSpearThrow)
        {
            if (m_BackgroundTap.GetHasInput() && m_Player.Spear.CanClamp)
            {
                m_Player.ChangeToState(m_Player.AttachedToObjectState);
            }

            return;
        }

        if (!m_ActiveSpearThrow && m_BackgroundTap.GetHasInputUp())
        {
            float timeInState = Time.realtimeSinceStartup - m_StateStartTime;

            if (timeInState > .25f)
            {
                //This means we held long enough in a direction to say: "yeah, player was throwing spear in direction"
                m_ActiveSpearThrow = true;
                m_Player.Spear.Clear();
                m_Player.Spear.FireIntoDirection(m_Player.transform.position,
                                                 m_JumpBoostRightArrow.right,
                                                 () => m_Player.ChangeToState(m_Player.IdleState));

                m_JumpBoostRightArrow.gameObject.SetActive(false);
            }
            else
            {
                m_Player.ChangeToState(m_Player.IdleState);
            }

            return;
        }

        //This means player is still holding down, so we update throw direction here:

        if (!m_JumpBoostRightArrow.gameObject.activeSelf)
        {
            m_JumpBoostRightArrow.gameObject.SetActive(true);
        }

        Vector2 playerScreenPos = Camera.main.WorldToScreenPoint(m_Player.transform.position);
        Vector2 arrowDirPos     = Input.mousePosition;
        Vector2 lookAt          = (arrowDirPos - playerScreenPos).normalized;
        float   jumpBoostAngle  = Mathf.Atan2(lookAt.y, lookAt.x) * Mathf.Rad2Deg;

        m_JumpBoostRightArrow.rotation      = Quaternion.Euler(new Vector3(0f, 0f, jumpBoostAngle));
        m_JumpBoostRightArrow.localPosition = m_JumpBoostRightArrow.transform.right * .3f;

        m_DisplayRoot.localScale = new Vector3(Mathf.Abs(m_DisplayRoot.localScale.x) * (lookAt.x < 0f ? -1f : 1f),
                                               m_DisplayRoot.localScale.y,
                                               m_DisplayRoot.localScale.z);
    }