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mode 100644 index 0000000..a78a70c --- /dev/null +++ b/Assets/Games/Platformer/PlatformerCameraMovement.cs @@ -0,0 +1,31 @@ +using System.Collections.Generic; +using UnityEngine; + +public class PlatformerCameraMovement : MonoBehaviour +{ + public List players; + + private Vector3 start; + private Vector3 target; + public float weight; + public float speed; + + private void Start() + { + start = transform.position; + } + + private void Update() + { + Vector3 playerAverage = Vector3.zero; + foreach (GameObject player in players) + { + playerAverage += player.transform.position; + } + playerAverage /= players.Count; + + target = start * weight + playerAverage * (1 - weight); + transform.position = Vector3.Lerp(transform.position, target, speed * Time.deltaTime); + transform.position = new Vector3(transform.position.x, transform.position.y, -10); + } +} diff --git a/Assets/Games/Platformer/PlatformerCameraMovement.cs.meta b/Assets/Games/Platformer/PlatformerCameraMovement.cs.meta new file mode 100644 index 0000000..dfb4498 --- /dev/null +++ b/Assets/Games/Platformer/PlatformerCameraMovement.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b9e12ca6f2eb8fa42bba84ae691faeb1 \ No newline at end of file diff --git a/Assets/Games/Platformer/PlatformerPlayerMovement.cs b/Assets/Games/Platformer/PlatformerPlayerMovement.cs new file mode 100644 index 0000000..2041720 --- /dev/null +++ b/Assets/Games/Platformer/PlatformerPlayerMovement.cs @@ -0,0 +1,216 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; +using UnityEngine.Animations; +using UnityEngine.InputSystem; + +public class PlayerMovement : MonoBehaviour +{ + public string player; + + [Header("Ground Layers")] + public LayerMask ground; + + [Header("Movement")] + public float walkSpeed; + public float virtualAxisX; + public float virtualButtonJump; + public float virtualButtonJumpLastFrame; + public float turnaroundMultiplier = 2; + public float walkSmooth; + public float secondsToFullSpeed; + public float jumpSpeed; + public float coyoteTime; + public float jumpLenience; + public float timeUnableToBeDeclaredNotJumping = 0.1f; + public float groundCheckDistance; + + private Rigidbody2D body; + private BoxCollider2D collide; + + private Vector2 spawnPosition; + + private bool jumpInputStillValid = false; + private float lastTimeJumpPressed; + + private bool canBeDeclaredNotJumping = true; + + private bool jumpPhysics; + + private bool jumping; + + private float lastTimeOnGround; + + private Vector3 positionLastFrame; + + void Start() + { + spawnPosition = transform.position; + + body = GetComponent(); + collide = GetComponent(); + } + + private void Update() + { + Jump(); + + UpdateVirtualAxis(); + } + + private void FixedUpdate() + { + JumpPhysics(); + + HorizontalMovement(); + + + Land(); + } + + private void Land() + { + if (body.linearVelocity.y >= 0f) return; + + if (IsPhysicallyGrounded()) + { + if (canBeDeclaredNotJumping) + { + jumping = false; + } + } + } + + private void Jump() + { + if (virtualButtonJumpLastFrame == 1f) + { + jumpInputStillValid = true; + lastTimeJumpPressed = Time.time; + } + + bool isBasicallyGrounded = IsBasicallyGrounded(); + if ((virtualButtonJumpLastFrame == 1f && isBasicallyGrounded && jumping == false) // Coyote Jump: Must have jump pressed this frame and be grounded in last time frame and not be actually jumping. + || (jumpInputStillValid && Time.time - lastTimeJumpPressed <= jumpLenience && IsPhysicallyGrounded())) // Buffered Jump: Must have pressed jump in the last time frame and be jumping + { + jumpPhysics = true; + jumping = true; + jumpInputStillValid = false; + StartCoroutine(NotJumpingDelay()); + } + } + + private void JumpPhysics() + { + if (jumpPhysics) + { + if (body.linearVelocity.y < 0 || !IsPhysicallyGrounded()) body.linearVelocity = new Vector2(body.linearVelocity.x, 0); + body.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Impulse); + jumpPhysics = false; + } + + if (!IsPhysicallyGrounded() && !(virtualButtonJump == 1f)) + body.AddForce(Vector2.down * jumpSpeed); + } + + private IEnumerator NotJumpingDelay() + { + canBeDeclaredNotJumping = false; + yield return new WaitUntil(() => !IsBasicallyGrounded()); + canBeDeclaredNotJumping = true; + } + + private void HorizontalMovement() + { + body.linearVelocity = new Vector2(virtualAxisX * walkSpeed, body.linearVelocity.y); + + if (transform.position == positionLastFrame && (InputSystem.actions.FindAction($"Player {player} Move").ReadValue().x == 0)) + { + virtualAxisX = 0; + } + + positionLastFrame = transform.position; + } + + private void UpdateVirtualAxis() + { + // From https://discussions.unity.com/t/manually-smooth-input-getaxisraw/225141/4 + float basicallyRawAxis = InputSystem.actions.FindAction($"Player {player} Move").ReadValue().x; + float sensitivity = 3; + float gravity = 3; + float time = Time.deltaTime; + + if (basicallyRawAxis != 0) + { + virtualAxisX = Mathf.Clamp(virtualAxisX + basicallyRawAxis * sensitivity * time * turnaroundMultiplier, -1f, 1f); + } + else + { + virtualAxisX = Mathf.Clamp01(Mathf.Abs(virtualAxisX) - gravity * time) * Mathf.Sign(virtualAxisX); + } + + if ((basicallyRawAxis > 0f && virtualAxisX < 0f) || (basicallyRawAxis < 0f && virtualAxisX > 0f)) + { + turnaroundMultiplier = 2; + } + else + { + turnaroundMultiplier = 1; + } + + virtualButtonJump = InputSystem.actions.FindAction($"Player {player} Action").ReadValue(); + virtualButtonJumpLastFrame = InputSystem.actions.FindAction($"Player {player} Action").WasPressedThisFrame() ? 1 : 0; + } + private void OnTriggerEnter2D(Collider2D collision) + { + if (collision.gameObject.CompareTag("Platformer Hazard")) + { + Respawn(); + } + } + + private void Respawn() + { + transform.position = spawnPosition; + body.linearVelocity = Vector2.zero; + } + + public bool IsBasicallyGrounded() + { + if (IsPhysicallyGrounded()) + { + lastTimeOnGround = Time.time; + } + + if (Time.time - lastTimeOnGround < 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