Esempio n. 1
0
        public static bool IsJumpEllegible(this MovableEntity entity)
        {
            var config = entity.GetMotorConfigAs <TerrestrialMotorConfig>(false);

            if (config == null)
            {
                return(false);
            }

            if (entity.CollisionStatus.Down)
            {
                return(true);
            }

            var bounds = entity.Hitbox.bounds;
            var min    = bounds.min;
            var max    = bounds.max;

            max.y  = min.y;
            min.x += config.JumpCheckPadding;
            max.x -= config.JumpCheckPadding;
            min.y -= config.JumpCheckLength;
            return(Physics2D.OverlapArea(min, max, GameResources.Instance.WorldMask));
        }
Esempio n. 2
0
        public override void OnMove(MovableEntity entity, ref Vector2 velocity)
        {
            var animator    = entity.AnimatorUpdater;
            var provider    = entity.InputProvider;
            var hasProvider = provider != null;
            var xInput      = hasProvider ? provider.GetAxis(InputActions.Horizontal) : 0;
            var inputDir    = System.Math.Sign(xInput);
            var config      = entity.GetMotorConfigAs <TerrestrialMotorConfig>();

            //entity.Defending = hasProvider && provider.GetDefend();
            if (hasProvider && provider.GetButtonDown(InputActions.Attack))
            {
                animator.TriggerDefaultAttack();
            }

            var shouldJump = hasProvider && provider.GetButtonDown(InputActions.Jump);

            if (shouldJump && entity.IsJumpEllegible())
            {
                //Grounded and should jump
                velocity.y = config.JumpForce;
            }

            var velDir          = System.Math.Sign(velocity.x);
            var curve           = config.Acceleration;
            var speedMultiplier = entity.SpeedMultiplier.Value;
            var maxSpeed        = config.MaxSpeed * speedMultiplier;
            var speedPercent    = entity.SpeedPercentage;
            var rawAcceleration = curve.Evaluate(speedPercent) * speedMultiplier;
            var acceleration    = rawAcceleration * inputDir;
            var speed           = Mathf.Abs(velocity.x);

            //Check acceleration if (is stopped or (input is not empty and input is same dir as vel))
            if (velDir == 0 || velDir == inputDir && inputDir != 0)
            {
                velocity.x += acceleration;
            }
            else
            {
                var deacceleration = curve.Evaluate(1 - speedPercent);
                if (Mathf.Abs(xInput) > 0)
                {
                    //Changing direction, Double deacceleration
                    velocity.x += deacceleration * inputDir * OposingDirectinalForceMultiplier;
                }
                else
                {
                    //Not inputting
                    if (speed < rawAcceleration)
                    {
                        velocity.x = 0;
                    }
                    else
                    {
                        velocity.x += deacceleration * -velDir;
                    }
                }
            }

            velocity.x = Mathf.Clamp(velocity.x, -maxSpeed, maxSpeed);
        }