trouble-in-terror-town/Assets/Scripts/Player/Character/Controller/Alive/CharacterMover.cs

181 lines
6.1 KiB
C#

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, Tooltip("use Velocity mode for testing interactable objects + other things like pickackable items")]
private MoveTypes moveType;
[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 MoveTypes
{
Velocity,
AddForce
}
enum ForceModes
{
force,
acceleration,
impulse,
velocityChange
}
private void FixedUpdate()
{
//if (_characterRigidbody.velocity.x != 0f || _characterRigidbody.velocity.z != 0f)
//Debug.Log("character speed x: " + _characterRigidbody.velocity.x + "character speed z:" + _characterRigidbody.velocity.z);
Vector3 downVector = transform.TransformDirection(Vector3.down);
Drag();
switch (_characterStateMachine.characterState)
{
case CharacterStateMachine.CharacterStates.Grounded:
switch (moveType)
{
case MoveTypes.Velocity:
VelocityChangeMover();
break;
case MoveTypes.AddForce:
AddForceMover();
break;
}
break;
case CharacterStateMachine.CharacterStates.InAir:
InAirMove();
break;
}
_characterRigidbody.AddForce(_characterHover.hoverForces * downVector, ForceMode.VelocityChange);
}
private void VelocityChangeMover()
{
Vector3 movement = _characterMovementConfig.moveSpeed * _moveDirection.x * Time.deltaTime * transform.right + _characterRigidbody.velocity.y * transform.up + _characterMovementConfig.moveSpeed * _moveDirection.y * Time.deltaTime * transform.forward;
_characterRigidbody.velocity = movement;
}
private void AddForceMover()
{
switch (_characterStateMachine.movementStates)
{
case CharacterStateMachine.MovementStates.Walking:
Walk();
break;
case CharacterStateMachine.MovementStates.Crouching:
break;
case CharacterStateMachine.MovementStates.Sprinting:
break;
}
}
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 Walk()
{
Vector3 movement = _characterMovementConfig.moveSpeed * _moveDirection.x * Time.deltaTime * transform.right + _characterMovementConfig.moveSpeed * _moveDirection.y * Time.deltaTime * transform.forward;
if (_characterStateMachine.characterState == CharacterStateMachine.CharacterStates.Grounded)
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.normalized, ForceMode.Impulse);
break;
case ForceModes.velocityChange:
_characterRigidbody.AddForce(movement.normalized, ForceMode.VelocityChange);
break;
}
}
private void InAirMove()
{
Vector3 movement = _characterMovementConfig.airControlStrength * _moveDirection.x * Time.deltaTime * transform.right + _characterMovementConfig.airControlStrength * _moveDirection.y * Time.deltaTime * transform.forward;
if (_characterStateMachine.movementStates == CharacterStateMachine.MovementStates.Walking)
{
_characterRigidbody.AddForce(movement.normalized, ForceMode.Impulse);
}
}
}
}