117 lines
3.7 KiB
C#
117 lines
3.7 KiB
C#
using System;
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using UnityEngine;
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public class Player : MonoBehaviour
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{
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[Header("Setup")]
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[SerializeField]
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private InputManager _inputManager;
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[SerializeField]
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private GameObject _cameraGameObject;
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[SerializeField]
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private Animator _animator;
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[Header("Camera Options")]
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[SerializeField]
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private Vector3 camOffset;
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[SerializeField]
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private float cameraFollowSpeed = 2.5f;
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[Header("Player Options")]
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[Range(0f, 10f)]
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[SerializeField]
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private float moveSpeed = 6.5f;
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[Range(0f, 100f)]
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[SerializeField]
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private float animationSpeed = 10f;
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[Header("Enemy Snapping")]
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[SerializeField]
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private float minAimDistance;
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[SerializeField]
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private float maxAimDistance;
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[SerializeField]
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private Canvas aimCanvas;
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[Header("Dash")]
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[Range(0f, 100f)]
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public float dashSpeed = 7f;
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[Range(0f, 1f)]
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public float dashTime = 0.2f;
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[Range(0f, 4f)]
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public float dashCooldownTime = 1f;
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[SerializeField]
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public TrailRenderer dashTrail;
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[Header("Attacking")]
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[Range(0f, 10f)]
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[SerializeField]
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private float attackMoveSpeed = 2f;
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[SerializeField]
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private LayerMask _enemyLayer;
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[SerializeField]
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private Collider _hurtBox;
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[SerializeField]
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private float _basedamage;
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[SerializeField]
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private string[] _availableAttacks;
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private Camera _camera;
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private CharacterController _controller;
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private Animate _animate;
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private PlayerMove _playerMove;
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private PlayerRotate _playerRotate;
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private PlayerAimRotate _playerAimRotate;
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private PlayerAttack _playerAttack;
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private CameraMove _cameraMove;
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void Awake()
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{
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SetupGame();
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}
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void SetupGame()
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{
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camOffset.z = camOffset.x;
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_camera = _cameraGameObject.GetComponent<Camera>();
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_controller = GetComponent<CharacterController>();
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_playerRotate = gameObject.AddComponent<PlayerRotate>();
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_playerAimRotate = gameObject.AddComponent<PlayerAimRotate>();
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_playerAimRotate.initialize(aimCanvas);
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_animate = _animator.gameObject.AddComponent<Animate>();
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_animate.initialize(_animator);
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_playerAttack = gameObject.AddComponent<PlayerAttack>();
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_playerAttack.initialize(_inputManager, _enemyLayer, _animate, _hurtBox, _availableAttacks);
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_playerMove = gameObject.AddComponent<PlayerMove>();
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_playerMove.initialize(_controller, dashTrail);
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_cameraMove = gameObject.AddComponent<CameraMove>();
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_cameraMove.initialize(transform, camOffset, cameraFollowSpeed, _camera.transform);
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}
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void Update()
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{
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Vector3 moveInput = new Vector3(_inputManager.moveInput.x, 0f , _inputManager.moveInput.y);
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bool attacking = _playerAttack.Attack();
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float movementSpeed = attacking ? attackMoveSpeed : moveSpeed;
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Vector3 aimTarget = _playerAimRotate.AimTarget(minAimDistance, maxAimDistance, _camera, _inputManager.aimInput);
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Vector3 moveDirection = _playerMove.GetMoveDirection(moveInput, _camera.transform);
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Vector3 lookTarget = attacking ? aimTarget : _playerRotate.LookTarget(moveDirection); // if player is attacking look towards attack direction.
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moveDirection += _playerMove.Gravity();
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_playerMove.Dash(dashTime, dashCooldownTime, dashSpeed, _inputManager.sprintPerformed, attacking);
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_playerMove.ApplyMovement(moveDirection, lookTarget, movementSpeed);
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_cameraMove.MoveCamera();
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_playerAimRotate.ApplyRotation(aimTarget);
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_animate.AnimateState("Walk", moveInput.magnitude, animationSpeed);
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}
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}
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