private void Update() { var frozen = _animator.GetBool(PlayerFSMData.Stat.Frozen) || _mover.CurrentMovingState == MovingState.Dash || _mover.PullDelaying || _weaponSystem.Frozen; SetFrozen(frozen); _input.DelayInput = _animator.GetBool(PlayerFSMData.Stat.DelayInput); _input.BlockInput = _mover.BlockInput || _animator.GetBool(PlayerFSMData.Stat.BlockInput); var moveInput = _state._frozen ? Vector2.zero : _input.GetMovingDirection().normalized; if (moveInput.x != 0) { moveInput = DirectionalHelper.NormalizeHorizonalDirection(moveInput); } _mover.Move(moveInput); if (_state._frozen) { _animator.SetFloat(PlayerFSMData.Stat.XSpeed, 0); _animator.SetFloat(PlayerFSMData.Stat.YSpeed, _mover.Velocity.y); } else { _animator.SetFloat(PlayerFSMData.Stat.XSpeed, moveInput.x); _animator.SetFloat(PlayerFSMData.Stat.YSpeed, _mover.Velocity.y); UpdateFacingDirection(moveInput); } HandleEndurance(); }
Vector2 NormalizeHorizonalDirection(Vector2 direction) { if (direction.x == 0) { return(_state._facingRight ? Vector2.right : Vector2.left); } return(DirectionalHelper.NormalizeHorizonalDirection(direction)); }
private void HandleReceivedInput(InputEventArg <PlayerInputCommand> input) { var pInput = _input as PlayerInput; Vector2 aimingDirection = pInput.GetAimingDirection(); switch (input._command) { // Normal jump. If player is on ground, jump away without holding the jump button case PlayerInputCommand.JumpBegin: if (!_groundDetector.IsOnGround) { break; } CancelAnimation(); _mover.Jump(); _animator.SetToggle(PlayerFSMData.Stat.Jump, true); break; // Extra jump only happens here, normal jump could happen too if player is on ground. case PlayerInputCommand.Jump: if (!_groundDetector.IsOnGround && !_extraJump) { break; } CancelAnimation(); if (_extraJump) { _mover.ExtraJump(input._additionalValue); _extraJump = false; } else { _mover.Jump(); } TriggerBulletTimeIfPossible(); _animator.SetToggle(PlayerFSMData.Stat.Jump, true); break; // Dash. Both ground and air dash. case PlayerInputCommand.Dash: if (!_dashCooldownTimer.IsReachedTime()) { return; } // Determine the dashing direction var dashingDirection = _input.GetMovingDirection(); if (dashingDirection == Vector2.zero) { dashingDirection = _state._facingRight ? Vector2.right : Vector2.left; } else { dashingDirection = DirectionalHelper.NormalizeOctadDirection(dashingDirection); } UpdateFacingDirection(dashingDirection); var airDash = !_groundDetector.IsOnGround || dashingDirection.y > 0; // Break if this dash cannot happen if (airDash && _state._stamina <= 0) { break; } _airDashGhost.enabled = airDash; _groundDashGhost.enabled = !airDash; CancelAnimation(); _mover.Dash(dashingDirection); if (airDash) { _state._stamina -= 1; _currentAirAttack = 0; TriggerBulletTimeIfPossible(); _extraJump = true; _bulletTimeReady = true; _btManager.StartDashBTWindow(); } else { _dashCooldownTimer.Start(_dashCooldown); } _animator.SetToggle(PlayerFSMData.Stat.DashBegin, true); _animator.SetFloat(PlayerFSMData.Stat.XSpeed, dashingDirection.x); _animator.SetFloat(PlayerFSMData.Stat.YSpeed, dashingDirection.y); SetBlockInput(true); SetFrozen(true); _animator.UpdateAnimationState(); break; //case PlayerInputCommand.MeleeBegin: // if (!_groundDetector.IsOnGround && _currentAirAttack >= _maxAirAttack) // break; // CancelAnimation(); // break; // Both air melee and ground melee case PlayerInputCommand.MeleeAttack: if (!_groundDetector.IsOnGround && _currentAirAttack >= _maxAirAttack) { break; } // Counting air attack if (!_groundDetector.IsOnGround) { _currentAirAttack++; } _animator.SetToggle(PlayerFSMData.Stat.MeleeAttack, true); _mover.AirAttacking = !_groundDetector.IsOnGround; SetDelayInput(true); SetFrozen(true); TriggerBulletTimeIfPossible(); break; //case PlayerInputCommand.MeleeChargeBegin: // CancelAnimation(); // _animator.SetBool(PlayerFSMData.Stat.Charge, true); // SetFrozen(true); // TriggerBulletTimeIfPossible(); // break; //case PlayerInputCommand.MeleeChargeBreak: // CancelAnimation(); // _animator.SetBool(PlayerFSMData.Stat.Charge, false); // break; //case PlayerInputCommand.MeleeChargeAttack: // _weaponSystem.ChargedMeleeAttack(input._additionalValue); // _animator.SetToggle(PlayerFSMData.Stat.MeleeAttack, true); // SetDelayInput(true); // SetFrozen(true); // break; case PlayerInputCommand.RangeBegin: _weaponSystem.StartRangeCharge(input._actionChargedPercent); _aimAssistant.StartAimingAssistant(); break; case PlayerInputCommand.RangeAttack: if (!pInput.IsUsingController) { _weaponSystem.RangeAttack(aimingDirection); break; } if (aimingDirection.sqrMagnitude <= 0.025f) { aimingDirection = _aimAssistant.ToNearestTarget(_state._facingRight); } else { aimingDirection = _aimAssistant.ExcuteAimingAssistantance(aimingDirection); } _weaponSystem.RangeAttack(aimingDirection); break; case PlayerInputCommand.RangeChargeBreak: _weaponSystem.StopCharging(); break; case PlayerInputCommand.RangeChargeAttack: if (!pInput.IsUsingController) { _weaponSystem.ChargedRangeAttack(aimingDirection); break; } if (aimingDirection.sqrMagnitude <= 0.025f) { aimingDirection = _aimAssistant.ToNearestTarget(_state._facingRight); } else { aimingDirection = _aimAssistant.ExcuteAimingAssistantance(aimingDirection); } _weaponSystem.ChargedRangeAttack(aimingDirection); break; case PlayerInputCommand.WithdrawAll: TriggerBulletTimeIfPossible(); _weaponSystem.WithdrawAll(); break; case PlayerInputCommand.WithdrawOne: TriggerBulletTimeIfPossible(); _weaponSystem.WithdrawOne(); break; case PlayerInputCommand.Regenerate: if (_state._stamina < _healingStaminaCost) { break; } _animator.SetToggle(PlayerFSMData.Stat.Healing, true); SetBlockInput(true); SetFrozen(true); break; } }