feat: Player & Camera

This commit is contained in:
2026-10-08 15:12:19 +02:00
parent 074eb51084
commit a7e8ef1a1f
20 changed files with 576 additions and 70 deletions

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using Arena.Combat;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Arena.Characters
{
public class Player : MonoBehaviour, IDamageable
{
[System.Serializable]
private class Settings
{
[Tooltip("Movement speed, in km/h.")]
public float Speed = 10;
}
[System.Serializable]
private struct References
{
public CharacterController Controller;
public InputActionReference MoveAction;
}
[System.Serializable]
public class StateContainer
{
public bool IsMoving = false;
}
#region FIELDS
public static Player Instance { get; private set; }
const float KMH_TO_MS = 1 / 3.6f;
[SerializeField] private Settings _settings;
[SerializeField] private References _references;
[SerializeField] private StateContainer _state;
[SerializeField] private Health _health;
public StateContainer State => _state;
private Vector2 _moveInput;
private Camera _camera;
#endregion
#region UNITY LIFECYCLES
void Awake()
{
if (Instance && Instance != this)
{
Debug.LogWarning($"A second Player was found on {name}, it is destroyed.");
Destroy(gameObject);
return;
}
Instance = this;
_health.Initialize();
_camera = Camera.main;
}
void OnEnable()
{
_references.MoveAction.action.Enable();
}
void OnDisable()
{
if (Instance == this)
_references.MoveAction.action.Disable();
}
void OnDestroy()
{
if (Instance == this)
Instance = null;
}
void Update()
{
if (_health.IsDead)
return;
float t = Time.deltaTime;
GetInputs();
Move(t);
}
#endregion
#region Public Methods
public void TakeDamage(int amount)
{
_health.TakeDamage(amount);
}
#endregion
#region Private Methods
#if UNITY_EDITOR
[ContextMenu("Debug/Take 25 Damage")]
private void DebugTakeDamage()
{
TakeDamage(25);
}
#endif
private void GetInputs()
{
_moveInput = _references.MoveAction.action.ReadValue<Vector2>();
}
private void Move(float t)
{
Vector3 direction = ToWorldDirection(_moveInput);
Vector3 velocity = direction * KMH_TO_MS * _settings.Speed;
_state.IsMoving = velocity.sqrMagnitude > .01f;
_references.Controller.Move(velocity * t);
}
private Vector3 ToWorldDirection(Vector2 input)
{
// Only the camera rotation around the vertical axis is kept
Quaternion cameraHeading = Quaternion.Euler(0f, _camera.transform.eulerAngles.y, 0f);
return cameraHeading * new Vector3(input.x, 0f, input.y);
}
#endregion
}
}

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fileFormatVersion: 2
guid: 502392351c6ed7e4c9a3a895792f5b68

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using UnityEngine;
using UnityEngine.InputSystem;
namespace Arena.Characters
{
[ExecuteAlways]
public class PlayerCamera : MonoBehaviour
{
[System.Serializable]
public class Settings
{
[Tooltip("x: horizontal distance from the player, y: height above the player, in meters.")]
public Vector2 Offset = new Vector2(7f, 8f);
[Tooltip("Rotation of the offset around the player, in degrees.")]
public float Angle = 0f;
[Tooltip("Time to catch up with the player, in seconds. 0: no smoothing.")]
[Range(0f, 1f)] public float Smooth = 0.2f;
}
[System.Serializable]
private struct References
{
public Player Player;
}
#region FIELDS
[SerializeField] private Settings _settings;
[SerializeField] private References _references;
private Vector3 _velocity;
#endregion
void Update()
{
if (!GetPlayer())
return;
Vector3 targetPos = GetTargetPosition();
if (!Application.isPlaying || _settings.Smooth == 0)
{
transform.position = targetPos;
}
else
{
transform.position = Vector3.SmoothDamp(transform.position, targetPos, ref _velocity, _settings.Smooth);
}
}
private bool GetPlayer()
{
if (_references.Player)
return true;
// In edit mode, Player.Awake has not run, so the singleton is empty
else if (Player.Instance)
_references.Player = Player.Instance;
else
_references.Player = FindFirstObjectByType<Player>();
return _references.Player != null;
}
private Vector3 GetTargetPosition()
{
Quaternion rotation = Quaternion.Euler(0, _settings.Angle, 0);
Vector3 offset = rotation * new Vector3(0, _settings.Offset.y, -_settings.Offset.x);
return _references.Player.transform.position + offset;
}
}
}

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fileFormatVersion: 2
guid: bd78e931d0126914e8206e9f6bb2b9de

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using UnityEngine;
public class PlayerEvent : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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fileFormatVersion: 2
guid: d3c874cb9bc4c364d87e100aada2b434