trouble-in-terror-town/Assets/Scripts/Player/Character/Controller/Alive/CharacterMover.cs
2022-04-22 15:27:05 +02:00

132 lines
4.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TTTSC.Player.Character.Controller.Alive
{
public class CharacterMover : MonoBehaviour
{
[SerializeField]
private PlayerStateMachine _playerStateMachine;
[SerializeField]
private PlayerStateEnforcer _playerStateEnforcer;
[SerializeField]
private CharacterStateMachine _characterStateMachine;
[SerializeField]
private CharacterMovementConfig _characterConfig;
[SerializeField]
private CharacterHover _characterHover;
[SerializeField]
private PlayerInputReceiver _playerInputReceiver;
private Rigidbody _characterRigidbody;
[SerializeField, Tooltip("use Velocity mode for testing interactable objects + other things like pickackable items")]
private MoveTypes moveType;
[SerializeField]
private ForceModes _hoverForceMode, _moveForceMode;
private bool _performingMoveInput;
private Vector3 _moveDirection;
private void Awake()
{
_playerInputReceiver.MoveInputEvent += MoveInput;
}
void Start()
{
_characterRigidbody = _characterConfig.characterRigidbody;
}
#region Input event listeners
private void MoveInput(Vector2 moveDirection, bool performing)
{
_performingMoveInput = performing;
_moveDirection = new Vector3(moveDirection.x, 0, moveDirection.y);
}
#endregion
enum MoveTypes
{
Velocity,
AddForce
}
enum ForceModes
{
force,
acceleration,
impulse,
velocityChange
}
private void FixedUpdate()
{
Debug.Log("player speed: " + _characterRigidbody.velocity.magnitude);
Vector3 downVector = transform.TransformDirection(Vector3.down);
switch (_hoverForceMode)
{
case ForceModes.force:
_characterRigidbody.AddForce(_characterHover.hoverForce * downVector, ForceMode.Force);
break;
case ForceModes.acceleration:
_characterRigidbody.AddForce(_characterHover.hoverForce * downVector, ForceMode.Acceleration);
break;
case ForceModes.impulse:
_characterRigidbody.AddForce(_characterHover.hoverForce * downVector, ForceMode.Impulse);
break;
case ForceModes.velocityChange:
_characterRigidbody.AddForce(_characterHover.hoverForce * downVector, ForceMode.VelocityChange);
break;
}
switch (moveType)
{
case MoveTypes.Velocity:
VelocityChangeMover();
break;
case MoveTypes.AddForce:
AddForceMover();
break;
}
}
private void VelocityChangeMover()
{
Vector3 move = _characterConfig.moveSpeed * _moveDirection.x * Time.deltaTime * transform.right + _characterRigidbody.velocity.y * transform.up + _characterConfig.moveSpeed * _moveDirection.z * Time.deltaTime * transform.forward;
if(move != Vector3.zero)
Debug.Log(move);
_characterRigidbody.velocity = move;
}
private void AddForceMover()
{
float desieredSpeed;
/*
switch (_moveForceMode)
{
case ForceModes.force:
_characterRigidbody.AddForce(movement, ForceMode.Force);
break;
case ForceModes.acceleration:
_characterRigidbody.AddForce(movement, ForceMode.Acceleration);
break;
case ForceModes.impulse:
_characterRigidbody.AddForce(movement, ForceMode.Impulse);
break;
case ForceModes.velocityChange:
_characterRigidbody.AddForce(movement, ForceMode.VelocityChange);
break;
}*/
}
}
}