Exemple #1
0
    // Update is called once per frame
    void FixedUpdate()
    {
        if (damageState == 0)
        {
            float   horizontalInput = Input.GetAxisRaw("Horizontal");
            float   verticalInput   = Input.GetAxisRaw("Vertical");
            Vector2 currentVelocity = rB.velocity;
            if (grounded)
            {
                float targetSpeed = -horizontalInput * maxSpeed;
                currentVelocity.x += (targetSpeed - currentVelocity.x) * speedAlpha;
            }
            else
            {
                if (currentVelocity.x * -horizontalInput < 0 || Mathf.Abs(currentVelocity.x) < maxSpeed)
                {
                    currentVelocity.x -= airAcceleration * horizontalInput;
                }
            }

            if (grounded)
            {
                if (horizontalInput != 0)
                {
                    animationController.runTarget = 1;
                    animationController.normalizedRunningSpeed = Mathf.Abs(currentVelocity.x) / maxSpeed;
                }
                else
                {
                    animationController.runTarget = 0;
                }
            }
            else
            {
                animationController.runAlpha = 0;
            }

            if (verticalInput > jumpThreshold && grounded)
            {
                currentVelocity.y = jumpPower;
                grounded          = false;
                animationController.StartJump();
            }

            if (!grounded && verticalInput < jumpThreshold && currentVelocity.y > 0)
            {
                currentVelocity.y *= (1 - yVelocityAlpha);
            }

            if (grounded)
            {
                animationController.jumpTarget = 0;
            }
            else
            {
                animationController.jumpTarget = 1;
            }
            rB.velocity = currentVelocity;

            // Handling sword swinging.
            swordActivated = Input.GetAxisRaw("Sword X") != 0 || Input.GetAxisRaw("Sword Y") != 0;

            if (swordActivated)
            {
                float swordX = -Input.GetAxisRaw("Sword X");
                float swordY = Input.GetAxisRaw("Sword Y");
                if (!facingRight)
                {
                    swordX = -swordX;
                }

                float targetAngle = Mathf.Atan2(swordX, -swordY);        // The angle starts from the bottom.
                targetAngle = (targetAngle + TAU) % TAU;                 // To wrap around between 0 and TAU.

                float newSwordAngle = 0;
                if (!swordWasActivated && swordActivated)                   // Sword first activated.
                {
                    newSwordAngle = targetAngle;
                }
                else if (swordWasActivated && swordActivated)
                {
                    newSwordAngle = currentSwordAngle + Mathf.Deg2Rad * Mathf.DeltaAngle(Mathf.Rad2Deg * currentSwordAngle, Mathf.Rad2Deg * targetAngle) * swordAlpha;
                }
                newSwordAngle = (newSwordAngle % TAU + TAU) % TAU;

                // Calculate sword energy to use to calculate damage on enemy in the Player Controller.
                swordDeltaAngle = Mathf.Deg2Rad * Mathf.DeltaAngle(Mathf.Rad2Deg * currentSwordAngle, Mathf.Rad2Deg * newSwordAngle);
                bool swordJustSwooshed = Mathf.Abs(swordDeltaAngle) >= minSwordWooshDeltaAngle;
                if (!swordWooshed && swordJustSwooshed)
                {
                    audioManager.playSwordWoosh(Mathf.Lerp(0, 1,
                                                           Mathf.Clamp01((Mathf.Abs(swordDeltaAngle) - minSwordWooshDeltaAngle) /
                                                                         (maxSwordWooshDeltaAngle - minSwordWooshDeltaAngle))));
                }
                swordWooshed = swordJustSwooshed;

                currentSwordAngle              = newSwordAngle;
                animationController.airMode    = !grounded;
                animationController.swordTime  = currentSwordAngle / TAU;
                animationController.swordAlpha = 1;
                swordTrail.trailEnable(true);
            }
            else
            {
                animationController.swordAlpha = 0;
                swordTrail.trailEnable(false);
            }

            swordWasActivated = swordActivated;

            // Wall kicking handling
            if (!grounded && touchingWall)
            {
                if (verticalInput > jumpThreshold)
                {
                    if (facingRight)
                    {
                        if (horizontalInput < 0)
                        {
                            spriteGenerator.Spark(1, wallKickSparkPosition.position, new Quaternion(0, 0, 0, 1), wallKickSparkSize, wallKickDimAlpha);
                            rB.velocity = wallKickRight;
                            FaceLeft();
                            audioManager.playWallKick();
                        }
                    }
                    else
                    {
                        if (horizontalInput > 0)
                        {
                            spriteGenerator.Spark(1, wallKickSparkPosition.position, new Quaternion(0, 0, 1, 0), wallKickSparkSize, wallKickDimAlpha);
                            rB.velocity = wallKickLeft;
                            FaceRight();
                            audioManager.playWallKick();
                        }
                    }
                }
            }

            // Make player face the direction on the controller
            if (grounded)
            {
                if (horizontalInput > 0)
                {
                    FaceRight();
                }
                else if (horizontalInput < 0)
                {
                    FaceLeft();
                }
            }
        }
        else if (damageState == 1)
        {
            animationController.StartTakingDamage();
            damageState    = 2;
            swordActivated = false;
            swordTrail.trailEnable(false);
            frameOnGround = maxFrameOnGround;
            animationController.takeDamageAlpha = 1;
            animationController.runAlpha        = 0;
            animationController.jumpAlpha       = 0;
            animationController.runTarget       = 0;
            animationController.jumpTarget      = 0;
        }
        else if (damageState == 2)
        {
            if (animationController.DamageAnimationComplete())
            {
                if (grounded)
                {
                    if (frameOnGround > 0)
                    {
                        frameOnGround--;
                    }
                    else
                    {
                        animationController.StartRecovery();
                        damageState = 3;
                    }
                }
            }
        }
        else if (damageState == 3)
        {
            if (animationController.DamageAnimationComplete())
            {
                damageState = 0;
                animationController.takeDamageAlpha = 0;
            }
        }

        // Slow down when touching the ground (damageState 2 and 3).
        if (grounded && damageState >= 2)
        {
            rB.velocity *= (1 - speedAlpha);
        }
    }