using System.Collections; using System.Collections.Generic; using UnityEngine; namespace TTTSC.Player.Character.Controller.Alive { public class CharacterMover : MonoBehaviour { [SerializeField] private CharacterReffrenceHub _ReffrenceHub; private PlayerStateMachine _playerStateMachine; private PlayerStateEnforcer _playerStateEnforcer; private CharacterStateMachine _characterStateMachine; private CharacterMovementConfig _characterMovementConfig; private CharacterHover _characterHover; private PlayerInputReceiver _playerInputReceiver; private Rigidbody _characterRigidbody; [SerializeField] private ForceModes _hoverForceMode, _moveForceMode; [SerializeField] private float _characterDrag; private bool _performingMoveInput; private Vector3 _moveDirection; private void Awake() { _playerStateMachine = _ReffrenceHub.playerStateMachine; _playerStateEnforcer = _ReffrenceHub.playerStateEnforcrer; _characterStateMachine = _ReffrenceHub.characterStateMachine; _characterMovementConfig = _ReffrenceHub.characterMovementConfig; _characterHover = _ReffrenceHub.characterHover; _playerInputReceiver = _ReffrenceHub.playerInputReceiver; _playerInputReceiver.MoveInputEvent += MoveInput; } void Start() { _characterRigidbody = _characterMovementConfig.characterRigidbody; } #region Input event listeners private void MoveInput(Vector2 moveDirection, bool performing) { _performingMoveInput = performing; _moveDirection = new Vector2(moveDirection.x, moveDirection.y); } #endregion enum ForceModes { force, acceleration, impulse, velocityChange } private void FixedUpdate() { Vector3 downVector = transform.TransformDirection(Vector3.down); Drag(); switch (_characterStateMachine.characterState) { case CharacterStateMachine.CharacterStates.Grounded: _characterDrag = 10; Move(); break; case CharacterStateMachine.CharacterStates.InAir: _characterDrag = 0; InAirMove(); break; } _characterRigidbody.AddForce(_characterHover.hoverForces * downVector, ForceMode.VelocityChange); } private void Drag() { float multiplier = 1.0f - _characterDrag * Time.fixedDeltaTime; if (multiplier < 0.0f) multiplier = 0.0f; Vector3 newVelocity = new(_characterRigidbody.velocity.x * multiplier, _characterRigidbody.velocity.y, multiplier * _characterRigidbody.velocity.z); _characterRigidbody.velocity = newVelocity; } private void Move() { switch (_characterStateMachine.movementStates) { case CharacterStateMachine.MovementStates.Walking: Walking(); break; case CharacterStateMachine.MovementStates.Crouching: Crouching(); break; case CharacterStateMachine.MovementStates.Sprinting: Sprinting(); break; } } private void InAirMove() { Vector3 movement = _moveDirection.x * Time.deltaTime * transform.right + _moveDirection.y * Time.deltaTime * transform.forward; Vector3 normalizedMovement = movement.normalized * _characterMovementConfig.airControlStrength; if (_characterStateMachine.movementStates == CharacterStateMachine.MovementStates.Walking) { _characterRigidbody.AddForce(normalizedMovement, ForceMode.Impulse); } } private void Jump() { } private void Walking() { Vector3 movement = _moveDirection.x * Time.deltaTime * transform.right + _moveDirection.y * Time.deltaTime * transform.forward; Vector3 normalizedMovement = movement.normalized * _characterMovementConfig.moveSpeed; _characterRigidbody.AddForce(normalizedMovement, ForceMode.Impulse); } private void Crouching() { Vector3 movement = _moveDirection.x * Time.deltaTime * transform.right + _moveDirection.y * Time.deltaTime * transform.forward; Vector3 normalizedMovement = movement.normalized * _characterMovementConfig.moveSpeed / _characterMovementConfig.crouchSpeedDecrease; _characterRigidbody.AddForce(normalizedMovement, ForceMode.Impulse); } private void Sprinting() { Vector3 movement = _moveDirection.x * Time.deltaTime * transform.right + _moveDirection.y * Time.deltaTime * transform.forward; Vector3 normalizedMovement = movement.normalized * _characterMovementConfig.moveSpeed * _characterMovementConfig.sprintSpeedIncrease; _characterRigidbody.AddForce(normalizedMovement, ForceMode.Impulse); } } }