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bool lockCursor = Player.Owner && !Player.Owner.State.IsPaused; + bool lockCursor = Player.Instance && !Player.Instance.State.IsPaused; Cursor.lockState = lockCursor ? CursorLockMode.Locked : CursorLockMode.None; Cursor.visible = !lockCursor; @@ -104,7 +106,7 @@ public class CameraThirdPerson : MonoBehaviour private void SetYawAndPitch(float deltaTime) { - if (!Player.Owner || Player.Owner.State.IsPaused) + if ((!Player.Instance || Player.Instance.State.IsPaused) && !_references.Target) return; Vector2 lookInput = _lookAction?.ReadValue() ?? Vector2.zero; @@ -132,9 +134,11 @@ public class CameraThirdPerson : MonoBehaviour { Vector3 offset = Vector3.up * _settings.VerticalOffset; - if (!Player.Owner) - return Vector3.zero + offset; + if (_references.Target) + return _references.Target.position + offset; + else if(Player.Instance) + return Player.Instance.transform.position + offset; - return Player.Owner.transform.position + offset; + return Vector3.zero + offset; } } diff --git a/Assets/Content/Scripts/FallingPlatform.cs b/Assets/Content/Scripts/FallingPlatform.cs index 4e23bf5..b774cb3 100644 --- a/Assets/Content/Scripts/FallingPlatform.cs +++ b/Assets/Content/Scripts/FallingPlatform.cs @@ -30,7 +30,7 @@ public class FallingPlatform : MonoBehaviour void OnTriggerEnter(Collider col) { - if (Player.Owner && Player.Owner.gameObject == col.gameObject) + if (Player.Instance && Player.Instance.gameObject == col.gameObject) { Fall(); } diff --git a/Assets/Content/Scripts/JetPack.cs b/Assets/Content/Scripts/JetPack.cs new file mode 100644 index 0000000..179099e --- /dev/null +++ b/Assets/Content/Scripts/JetPack.cs @@ -0,0 +1,129 @@ +using Unity.VisualScripting; +using UnityEngine; +using UnityEngine.InputSystem; + +public class JetPack : MonoBehaviour +{ + [System.Serializable] + public class Settings + { + public float Force = 5; + public float Duration = 10; + } + + [System.Serializable] + public class References + { + public BoxCollider Collider; + public SphereCollider Trigger; + public Rigidbody Rigidbody; + public ParticleSystem Particles; + public InputActionAsset InputActions; + } + + [System.Serializable] + public class StateContainer + { + public bool Equiped; + } + + [SerializeField] + public Settings _settings; + + [SerializeField] + public References _references; + + [SerializeField] + public StateContainer _state; + + private bool _wasPressed; + private float _duration = 0; + private float _smooth = 0; + + private InputAction _jumpAction; + + void OnTriggerEnter(Collider col) + { + if (Player.Instance && Player.Instance.gameObject == col.gameObject) + { + Equip(); + } + } + + void Awake() + { + _duration = _settings.Duration; + _jumpAction = _references.InputActions.FindActionMap("Player").FindAction("Jump"); + } + + void Update() + { + if (_state.Equiped && Player.Instance) + { + if (_duration > 0) + { + if (_jumpAction.IsPressed()) + { + _wasPressed = true; + _duration -= Time.deltaTime; + _smooth = Mathf.Clamp01(_smooth + Time.deltaTime); + //Player.Instance.SetExtraForce(Vector3.up * _settings.Force * _smooth, true); + } + else if (_wasPressed) + { + _smooth = 0; + _wasPressed = false; + ResetExtraForce(); + } + } + else + { + Unequip(); + } + } + } + + private void Equip() + { + if (_state.Equiped || _duration <= 0 ||!Player.Instance) + return; + + _wasPressed = false; + _state.Equiped = true; + _duration = _settings.Duration; + + _references.Collider.enabled = false; + _references.Trigger.enabled = false; + _references.Rigidbody.isKinematic = true; + + transform.parent = Player.Instance.transform.GetChild(0).GetChild(1).GetChild(0); + transform.localPosition = new Vector3(0, .3f, -.4f); + transform.localEulerAngles = Vector3.zero; + } + + private void Unequip() + { + if (!_state.Equiped) + return; + + ResetExtraForce(); + + _state.Equiped = false; + _duration = _settings.Duration; + + transform.parent = null; + + Vector3 random = new Vector3(UnityEngine.Random.Range(-1, 1), UnityEngine.Random.Range(-1, 1), UnityEngine.Random.Range(-1, 1)).normalized; + + _references.Collider.enabled = true; + _references.Trigger.enabled = false; + _references.Rigidbody.isKinematic = false; + _references.Rigidbody.AddRelativeTorque(random, ForceMode.Impulse); + } + + + private void ResetExtraForce() + { + //Player.Instance.SetExtraForce(Vector3.zero, false); + } +} diff --git a/Assets/Content/Scripts/JetPack.cs.meta b/Assets/Content/Scripts/JetPack.cs.meta new file mode 100644 index 0000000..a1d443d --- /dev/null +++ b/Assets/Content/Scripts/JetPack.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: e22ce2b6f35d2f441b3b72c98bfd81a4 \ No newline at end of file diff --git a/Assets/Content/Scripts/ParentSimuator.cs b/Assets/Content/Scripts/ParentSimuator.cs new file mode 100644 index 0000000..3f0813e --- /dev/null +++ b/Assets/Content/Scripts/ParentSimuator.cs @@ -0,0 +1,22 @@ +using UnityEngine; + +[DefaultExecutionOrder(1)] +public class ParentSimuator : MonoBehaviour +{ + [SerializeField] Transform _target; + [SerializeField] Vector3 _targetPosition; + + void OnEnable() + { + _targetPosition = _target.InverseTransformPoint(transform.position); + } + + void Update() + { + Vector3 targetPosition = _target.TransformPoint(_targetPosition); + + transform.position = targetPosition; + + _targetPosition = _target.InverseTransformPoint(transform.position); + } +} diff --git a/Assets/Content/Scripts/ParentSimuator.cs.meta b/Assets/Content/Scripts/ParentSimuator.cs.meta new file mode 100644 index 0000000..fb3fafb --- /dev/null +++ b/Assets/Content/Scripts/ParentSimuator.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 98c2f408a2e65a54da421fc54a4f07f3 \ No newline at end of file diff --git a/Assets/Content/Scripts/Player.cs b/Assets/Content/Scripts/Player.cs index c06ab28..73332c1 100644 --- a/Assets/Content/Scripts/Player.cs +++ b/Assets/Content/Scripts/Player.cs @@ -1,22 +1,15 @@ -using System.Collections; -using UnityEngine; +using UnityEngine; using UnityEngine.InputSystem; -//using Unity.Netcode; -//using Unity.Netcode.Components; +using System; /// /// Player controller. /// [RequireComponent(typeof(CharacterController))] -public class Player : MonoBehaviour //NetworkBehaviour +[DefaultExecutionOrder(1000)] +public class Player : MonoBehaviour { - public static Player Owner { get; private set; } - - public enum PlayerType - { - Local, - //Network - } + public static Player Instance { get; private set; } public enum PlayerState { @@ -33,8 +26,6 @@ public class Player : MonoBehaviour //NetworkBehaviour [System.Serializable] public class Settings { - public PlayerType Type; - [Header("Movements")] [Tooltip("Movement speed in km/h")] @@ -51,7 +42,7 @@ public class Player : MonoBehaviour //NetworkBehaviour [Tooltip("Layers considered as ground")] public LayerMask GroundLayer = 1; - + [Header("Debug")] [Tooltip("GUI logs of current state")] @@ -63,7 +54,6 @@ public class Player : MonoBehaviour //NetworkBehaviour { public CharacterController Controller; public InputActionAsset InputActions; - //public NetworkTransform NetworkTransform; } [System.Serializable] @@ -78,23 +68,14 @@ public class Player : MonoBehaviour //NetworkBehaviour [Tooltip("Is player grounded?")] public bool IsGrounded; - [Tooltip("Is gravity suspended?")] - public bool IsGravitySuspended; - - [Tooltip("Vertical velocity in m/s")] - public float VerticalVelocity; - - [Tooltip("Horizontal velocity in m/s")] - public Vector2 HorizontalVelocity; - - [Tooltip("Additionnal velocity in m/s")] - public Vector3 ExtraVelocity; - - [Tooltip("Ground velocity in m/s to avoid parenting")] - public Vector3 GroundVelocity; + [Tooltip("Current velocity in m/s")] + public Vector3 Velocity; [Tooltip("Ground transform evaluated as parent")] - public Transform GroundTransform; + public Transform Ground; + + public float VerticalVelocity => Velocity.y; + public Vector3 HorizontalVelocity => new Vector3(Velocity.x, 0, Velocity.z); } [SerializeField] private Settings _settings; @@ -104,84 +85,32 @@ public class Player : MonoBehaviour //NetworkBehaviour public StateContainer State => _state; #region Private Fields - private bool _jumpInput; - private Vector2 _moveInput; - private InputAction _moveAction; private InputAction _jumpAction; + private Camera _camera; + + // Ground check geometry + private Vector3 _groundCheckRayOffset; + private Vector3 _groundCheckSphereOffset; private float _groundCheckRadius; - private Vector3 _groundCheckOffset; - private Vector3 _groundContactPosition; - private Quaternion _groundContactRotation; - private Collider[] _groundCheckResults = new Collider[1]; - - IEnumerator _addExtraForceCoroutine; + + // OverlapSphere results buffer (non-alloc) + private Collider[] _overlapResults = new Collider[1]; + + // Platform tracking + private Vector3 _lastPlatformPosition; + private Quaternion _lastPlatformRotation; + + // Events + public event Action OnStateChanged; #endregion #region Constants - private const float GRAVITY = -20; private const float KMH_TO_MS = 1 / 3.6f; - private const float GROUND_STICK_FORCE = -2; - #endregion - - #region Network - const bool IsOwner = true; // Remove when enable Network - /* - // Network variables to synchronize state - private NetworkVariable _networkCurrentState = new NetworkVariable( - PlayerState.Idle, - NetworkVariableReadPermission.Everyone, - NetworkVariableWritePermission.Owner - ); - - private NetworkVariable _networkHorizontalVelocity = new NetworkVariable( - Vector2.zero, - NetworkVariableReadPermission.Everyone, - NetworkVariableWritePermission.Owner - ); - - public override void OnNetworkSpawn() - { - base.OnNetworkSpawn(); - - _references.NetworkTransform.Interpolate = !IsOwner; - - if (IsOwner) - { - Init(); - } - else - { - // Subscribe to NetworkVariable changes for non-owners - _networkCurrentState.OnValueChanged += OnNetworkStateChanged; - _networkHorizontalVelocity.OnValueChanged += OnNetworkHorizontalVelocityChanged; - } - } - - public override void OnNetworkDespawn() - { - base.OnNetworkDespawn(); - - // Unsubscribe from NetworkVariable changes - if (!IsOwner) - { - _networkCurrentState.OnValueChanged -= OnNetworkStateChanged; - _networkHorizontalVelocity.OnValueChanged -= OnNetworkHorizontalVelocityChanged; - } - } - - // Callback when player state changes (for non-owners) - private void OnNetworkStateChanged(PlayerState previousState, PlayerState newState) - { - _state.CurrentState = newState; - } - - // Callback when horizontal velocity changes (for non-owners) - private void OnNetworkHorizontalVelocityChanged(Vector2 previousVelocity, Vector2 newVelocity) - { - _state.HorizontalVelocity = newVelocity; - }*/ + private const float STICK_FORCE = -5f; + private const float GRAVITY = -20f; + private const float MAX_GRAVITY = -50f; #endregion #region Unity Debug @@ -194,36 +123,57 @@ public class Player : MonoBehaviour //NetworkBehaviour style.normal.textColor = Color.white; style.alignment = TextAnchor.UpperLeft; - string debug = $"Horizontal Velocity: {_state.HorizontalVelocity.magnitude / KMH_TO_MS:F2} km/h\n"; - debug += $"X: {_state.HorizontalVelocity.x:F2} Z: {_state.HorizontalVelocity.y:F2}\n"; - debug += $"Vertical Velocity: {_state.VerticalVelocity / KMH_TO_MS:F2} km/h\n"; - debug += $"Grounded: {_state.IsGrounded}\n"; - debug += $"State: {_state.CurrentState}\n"; - //debug += $"IsOwner: {IsOwner}\n"; - //debug += $"IsServer: {IsServer}\n"; - //debug += $"IsClient: {IsClient}"; - - GUI.Label(new Rect(10, 10, 400, 200), debug, style); + GUILayout.BeginArea(new Rect(10, 10, 400, 200)); + GUILayout.Label($"State: {_state.CurrentState}", style); + GUILayout.Label($"Grounded: {_state.IsGrounded}", style); + GUILayout.Label($"Velocity: {_state.Velocity.magnitude:F2} m/s", style); + GUILayout.EndArea(); } } void OnDrawGizmos() { - if (_settings.Type == PlayerType.Local || IsOwner) - { - // Draw ground check sphere - Gizmos.matrix = transform.localToWorldMatrix; - Gizmos.color = _state.IsGrounded ? Color.green : new Color(1, .5f, 0); - Gizmos.DrawWireSphere(_groundCheckOffset, _groundCheckRadius); - } + Color c = _state.IsGrounded ? Color.green : new Color(1, .5f, 0); + + Gizmos.color = c; + Gizmos.DrawRay(transform.position + _groundCheckRayOffset, Vector3.down * (_settings.GroundTolerance * 2f)); + Gizmos.DrawWireSphere(transform.position + _groundCheckSphereOffset, _groundCheckRadius); } #endregion #region Unity Lifecycle + void Awake() + { + if (Instance != null && Instance != this) + { + Destroy(gameObject); + return; + } + Instance = this; + + if (_references.Controller == null) + _references.Controller = GetComponent(); + + _camera = Camera.main; + + _moveAction = _references.InputActions.FindActionMap("Player").FindAction("Move"); + _jumpAction = _references.InputActions.FindActionMap("Player").FindAction("Jump"); + + _references.Controller.skinWidth = 0.08f; + _references.Controller.minMoveDistance = 0f; + _references.Controller.stepOffset = 0.4f; + + CharacterController cc = _references.Controller; + + _groundCheckRayOffset = cc.center + Vector3.up * (-cc.height * .5f - cc.skinWidth + _settings.GroundTolerance); + _groundCheckSphereOffset = cc.center + Vector3.up * (-cc.height * .5f + cc.radius - cc.skinWidth - _settings.GroundTolerance); + _groundCheckRadius = cc.radius; + } + void OnEnable() { - if (_settings.Type == PlayerType.Local) - Init(); + _moveAction?.Enable(); + _jumpAction?.Enable(); } void OnDisable() @@ -234,80 +184,26 @@ public class Player : MonoBehaviour //NetworkBehaviour void Update() { - if (_settings.Type == PlayerType.Local || IsOwner) - { - float deltaTime = Time.deltaTime; + if (_state.IsPaused) return; - GetInputs(); - CheckGround(deltaTime); - SetVelocity(deltaTime); - SetMovement(deltaTime); - UpdateState(); - } - } + float deltaTime = Time.deltaTime; - void LateUpdate() - { - // Owner sends state to network - if (IsOwner) - { - //_networkCurrentState.Value = _state.CurrentState; - //_networkHorizontalVelocity.Value = _state.HorizontalVelocity; - } + SetPlatformOffset(); + SetGravity(deltaTime); + SetVelocity(deltaTime); + SetJump(); + SetMovement(deltaTime); + SetState(); } #endregion + #region Physics + + #endregion + #region Public Methods /// - /// Add an additionnal force to the player. - /// - /// Force direction in m/s - /// Suspend gravity for the duration of the force - /// Duration while fore is applied (if 0: infinite duration) - /// A remplir par claude - public void AddExtraForce(Vector3 force, bool suspendGravity, float duration = -1, AnimationCurve curve = null) - { - if (_state.CurrentState == PlayerState.Eliminated) - return; - - if (_addExtraForceCoroutine != null) - return; - - if (duration <= 0) - _state.ExtraVelocity = force; - else - StartCoroutine(_addExtraForceCoroutine = AddExtraForceCoroutine(force, suspendGravity, duration, curve)); - } - - private IEnumerator AddExtraForceCoroutine(Vector3 force, bool suspendGravity, float duration, AnimationCurve curve) - { - if (suspendGravity) - _state.IsGravitySuspended = true; - - for (float t = 0f; t < duration; t += Time.deltaTime) - { - float normaliwedTime = t / duration; - float easeTime = curve != null ? curve.Evaluate(normaliwedTime) : normaliwedTime; - - _state.ExtraVelocity = force * easeTime; - - yield return new WaitForEndOfFrame(); - } - - if (suspendGravity) - _state.IsGravitySuspended = false; - - _state.ExtraVelocity = Vector3.zero; - _addExtraForceCoroutine = null; - } - - public void ResetExtraForce() - { - _state.ExtraVelocity = Vector3.zero; - } - - /// - /// Stuns the player for a specified duration (0 = infinite). + /// Stuns for a specified duration (0 = infinite). /// public void Stun(float duration = 0) { @@ -315,15 +211,14 @@ public class Player : MonoBehaviour //NetworkBehaviour return; _state.CurrentState = PlayerState.Stunned; - _state.HorizontalVelocity = Vector2.zero; - _state.VerticalVelocity = 0f; + _state.Velocity = Vector3.zero; if (duration > 0) Invoke(nameof(RecoverFromStun), duration); } /// - /// Recover the player from stun. + /// Recover from stun. /// public void RecoverFromStun() { @@ -337,8 +232,7 @@ public class Player : MonoBehaviour //NetworkBehaviour public void Eliminate() { _state.CurrentState = PlayerState.Eliminated; - _state.HorizontalVelocity = Vector2.zero; - _state.VerticalVelocity = 0f; + _state.Velocity = Vector3.zero; _references.Controller.enabled = false; } @@ -352,228 +246,116 @@ public class Player : MonoBehaviour //NetworkBehaviour #endregion #region Player Logic - private void Init() + private void SetPlatformOffset() { - if (_settings.Type == PlayerType.Local || IsOwner) - { - if (Owner == null) - { - Owner = this; - } - else - { - Debug.LogWarning($"Multiple Player instances detected. Destroy: {gameObject.name}"); - Destroy(gameObject); - } + // Raycast for center contact + Vector3 rayOrigin = transform.position + _groundCheckRayOffset; + bool rayHit = Physics.Raycast(rayOrigin, Vector3.down, out RaycastHit rayInfo, _settings.GroundTolerance * 2f, _settings.GroundLayer); - _moveAction = _references.InputActions.FindActionMap("Player").FindAction("Move"); - _jumpAction = _references.InputActions.FindActionMap("Player").FindAction("Jump"); + // OverlapSphere for edge contact + Vector3 sphereOrigin = transform.position + _groundCheckSphereOffset; + int overlapCount = Physics.OverlapSphereNonAlloc(sphereOrigin, _groundCheckRadius, _overlapResults, _settings.GroundLayer); + bool sphereHit = overlapCount > 0; - _moveAction?.Enable(); - _jumpAction?.Enable(); - } - - _groundCheckOffset = _references.Controller.center + Vector3.up * (_references.Controller.height * -.5f + _references.Controller.radius - _references.Controller.skinWidth - _settings.GroundTolerance); - _groundCheckRadius = _references.Controller.radius; - } - - private void GetInputs() - { - if (Keyboard.current?.escapeKey.wasPressedThisFrame ?? false) - Pause(!_state.IsPaused); - - _moveInput = _moveAction != null ? _moveAction.ReadValue() : Vector2.zero; - - bool jumpInput = _jumpAction != null && _jumpAction.WasPressedThisFrame(); - if (jumpInput) - { - bool canJump = _state.IsGrounded && - _state.CurrentState != PlayerState.Stunned && - _state.CurrentState != PlayerState.Eliminated && - _state.CurrentState != PlayerState.Jumping && - _state.CurrentState != PlayerState.Falling; - - _jumpInput = canJump; - } - else - { - _jumpInput = false; - } - } - - private void CheckGround(float deltaTime) - { - int hitCount = Physics.OverlapSphereNonAlloc( - transform.position + transform.rotation * _groundCheckOffset, - _groundCheckRadius, - _groundCheckResults, - _settings.GroundLayer - ); - - bool wasGrounded = _state.IsGrounded; - _state.IsGrounded = hitCount > 0; + _state.IsGrounded = rayHit || sphereHit; if (_state.IsGrounded) { - Transform newPlatform = _groundCheckResults[0].transform; + Transform currentGround = rayHit ? rayInfo.collider.transform : _overlapResults[0].transform; - // If platform changed, initialize last frame values - if (newPlatform != _state.GroundTransform) + // Initialize references when landing on a new surface to prevent teleporting + if (currentGround != _state.Ground) { - _state.GroundTransform = newPlatform; - _state.GroundVelocity = Vector3.zero; - _groundContactPosition = _state.GroundTransform.position; - _groundContactRotation = _state.GroundTransform.rotation; + _state.Ground = currentGround; + _lastPlatformPosition = _state.Ground.position; + _lastPlatformRotation = _state.Ground.rotation; + return; } + + // Yaw delta: rotate player around platform pivot + Quaternion rotationDelta = _state.Ground.rotation * Quaternion.Inverse(_lastPlatformRotation); + float platformYaw = rotationDelta.eulerAngles.y; + + if (Mathf.Abs(platformYaw) > .001f) + { + Vector3 dir = transform.position - _state.Ground.position; + dir = Quaternion.Euler(0, platformYaw, 0) * dir; + transform.position = _state.Ground.position + dir; + transform.Rotate(0, platformYaw, 0); + } + + // Translation delta + transform.position += _state.Ground.position - _lastPlatformPosition; + + // Store current state for next frame + _lastPlatformPosition = _state.Ground.position; + _lastPlatformRotation = _state.Ground.rotation; + + // Sync physics broadphase to the new transform, the CharacterController + // doesn't see a stale overlap and generate a corrective push + Physics.SyncTransforms(); } else { - // If player just left the platform - if (wasGrounded && _state.GroundTransform != null) - { - Vector3 platformVelocity = (_state.GroundTransform.position - _groundContactPosition) / deltaTime; - - // Add platform velovity to player ground velocity - _state.GroundVelocity = platformVelocity; - } - - _state.GroundTransform = null; + _state.Ground = null; } } + private void SetGravity(float deltaTime) + { + if (_state.IsGrounded && _state.Velocity.y < 0) + _state.Velocity.y = STICK_FORCE; + else + _state.Velocity.y = Mathf.Max(_state.Velocity.y + GRAVITY * deltaTime, MAX_GRAVITY); + } + private void SetVelocity(float deltaTime) { - // Determine movement attenuation based on current state + Vector2 input = _moveAction.ReadValue(); + Vector3 forward = Vector3.ProjectOnPlane(_camera.transform.forward, Vector3.up).normalized; + Vector3 right = Vector3.ProjectOnPlane(_camera.transform.right, Vector3.up).normalized; - float moveAtten; - switch (_state.CurrentState) + float speed = _settings.Speed * KMH_TO_MS; + Vector3 moveInput = (forward * input.y + right * input.x) * speed; + + _state.Velocity.x = moveInput.x; + _state.Velocity.z = moveInput.z; + + if (moveInput.sqrMagnitude > 0.001f) { - case PlayerState.Idle: - case PlayerState.Moving: - moveAtten = 1; - break; - case PlayerState.Jumping: - moveAtten = .8f; - break; - case PlayerState.Falling: - moveAtten = .6f; - break; - default: - moveAtten = 0; - break; + Quaternion targetRot = Quaternion.LookRotation(moveInput); + float step = _settings.RotationSpeed * deltaTime; + Vector3 euler = Quaternion.Slerp(transform.rotation, targetRot, step).eulerAngles; + transform.rotation = Quaternion.Euler(0, euler.y, 0); } + } - // Update horizontal velocity - - Vector2 horizontalVelocity = _state.HorizontalVelocity; - - if (moveAtten > 0 && Camera.main) + private void SetJump() + { + if (_jumpAction.triggered && _state.IsGrounded) { - Vector2 move = Vector2.zero; - - // Don't apply move to velocity if paused - if (!_state.IsPaused) - { - Vector3 forward = Camera.main.transform.forward; - Vector3 right = Camera.main.transform.right; - - forward.y = right.y = 0; - forward.Normalize(); - right.Normalize(); - - Vector3 direction3D = (forward * _moveInput.y + right * _moveInput.x); - move = new Vector2(direction3D.x, direction3D.z).normalized; - move *= _settings.Speed * KMH_TO_MS; - } - - horizontalVelocity = Vector2.Lerp(horizontalVelocity, move, moveAtten * deltaTime * 5); + _state.Velocity.y = _settings.JumpForce; + _state.Ground = null; } - else - { - horizontalVelocity = Vector2.zero; - } - - _state.HorizontalVelocity = horizontalVelocity.magnitude > .01f ? horizontalVelocity : Vector2.zero; - - // Update vertical velocity - - float verticalVelocity = _state.VerticalVelocity; - - if (_state.IsGrounded && _jumpInput && !_state.IsPaused) - { - _state.IsGrounded = _jumpInput = false; - verticalVelocity = _settings.JumpForce; - } - else if (_state.IsGrounded && verticalVelocity <= 0) - { - verticalVelocity = _state.IsGravitySuspended ? 0 : GROUND_STICK_FORCE; - } - else if (!_state.IsGravitySuspended) - { - verticalVelocity = Mathf.Max(verticalVelocity + GRAVITY * deltaTime, GRAVITY); - } - - _state.VerticalVelocity = verticalVelocity; } private void SetMovement(float deltaTime) { - // Apply platform movement and rotation - - if (_state.GroundTransform) - { - // Calculate platform delta position - Vector3 platformPositionDelta = _state.GroundTransform.position - _groundContactPosition; - - // Calculate platform delta rotation - Quaternion platformRotationDelta = _state.GroundTransform.rotation * Quaternion.Inverse(_groundContactRotation); - - // Apply rotation around platform center - Vector3 localPosition = transform.position - _state.GroundTransform.position; - Vector3 rotatedPosition = platformRotationDelta * localPosition; - platformPositionDelta += rotatedPosition - localPosition; - - // Move player with platform - _references.Controller.Move(platformPositionDelta); - - // Rotate player with platform - transform.Rotate(Vector3.up, platformRotationDelta.eulerAngles.y, Space.World); - - // Update last frame values - _groundContactPosition = _state.GroundTransform.position; - _groundContactRotation = _state.GroundTransform.rotation; - } - - // Apply player movement - - Vector3 lookDir = new Vector3(_state.HorizontalVelocity.x, 0, _state.HorizontalVelocity.y); - Vector3 velocity = lookDir; - velocity.y = _state.VerticalVelocity; - velocity += _state.GroundVelocity; - velocity += _state.ExtraVelocity; - velocity *= deltaTime; - - _references.Controller.Move(velocity); - - // Apply player rotation - - if (lookDir.sqrMagnitude > .01f) - { - Quaternion targetRotation = Quaternion.LookRotation(lookDir, Vector3.up); - transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, _settings.RotationSpeed * deltaTime); - } + _references.Controller.Move(_state.Velocity * deltaTime); } - private void UpdateState() + private void SetState() { - PlayerState previousState = _state.CurrentState; - if (_state.CurrentState == PlayerState.Stunned || - _state.CurrentState == PlayerState.Eliminated) + _state.CurrentState == PlayerState.Eliminated || + _state.CurrentState == PlayerState.Winner || + _state.CurrentState == PlayerState.Loser) { return; } + PlayerState previousState = _state.CurrentState; + if (!_state.IsGrounded) { _state.CurrentState = _state.VerticalVelocity > 0 @@ -582,14 +364,13 @@ public class Player : MonoBehaviour //NetworkBehaviour } else { - if (_state.VerticalVelocity <= 0) - _state.CurrentState = _state.HorizontalVelocity.sqrMagnitude > 0.1f - ? PlayerState.Moving - : PlayerState.Idle; + _state.CurrentState = _state.HorizontalVelocity.sqrMagnitude > 0.1f + ? PlayerState.Moving + : PlayerState.Idle; } - //if (_state.CurrentState != previousState) - // Debug.Log($"{previousState} → {_state.CurrentState}"); + if (previousState != _state.CurrentState) + OnStateChanged?.Invoke(previousState, _state.CurrentState); } #endregion } \ No newline at end of file diff --git a/Assets/Content/Scripts/ProceduralAnimator.cs b/Assets/Content/Scripts/ProceduralAnimator.cs index 89ea535..657eb8e 100644 --- a/Assets/Content/Scripts/ProceduralAnimator.cs +++ b/Assets/Content/Scripts/ProceduralAnimator.cs @@ -4,6 +4,7 @@ /// Procedural platform animation supporting translation, rotation, and scaling. /// Supports multiple animation types (Constant, PingPong, Loop, Single) with easing. /// +[DefaultExecutionOrder(0)] public class ProceduralAnimator : MonoBehaviour { public enum AnimationSpace @@ -89,7 +90,7 @@ public class ProceduralAnimator : MonoBehaviour _state.IsFinished = false; } - void LateUpdate() + void Update() { if (_state.IsFinished) return; diff --git a/Assets/Content/Scripts/Springboard.cs b/Assets/Content/Scripts/Springboard.cs index d9a48ba..f0358c1 100644 --- a/Assets/Content/Scripts/Springboard.cs +++ b/Assets/Content/Scripts/Springboard.cs @@ -10,10 +10,10 @@ public class Springboard : MonoBehaviour void OnTriggerEnter(Collider col) { - 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- enabled: 1 + - enabled: 0 path: Assets/Content/Scenes/SampleScene.unity guid: 99c9720ab356a0642a771bea13969a05 m_configObjects: diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 4539691..055686f 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -12,7 +12,7 @@ TagManager: - Water - UI - Ground - - + - Player - - -