Files
2026-03-19 21:34:27 +01:00

579 lines
17 KiB
C#

using UnityEngine;
using UnityEngine.InputSystem;
using System;
using UnityEngine.Events;
/// <summary>
/// Player controller.
/// </summary>
[RequireComponent(typeof(CharacterController))]
[DefaultExecutionOrder(1000)]
public class Player : MonoBehaviour
{
public static Player Instance { get; private set; }
public enum PlayerState
{
Idle,
Moving,
Jumping,
Falling,
Stunned,
Eliminated,
Loser,
Winner,
}
[System.Serializable]
public class Settings
{
[Header("Movements")]
[Tooltip("Movement speed in km/h")]
public float Speed = 18f;
[Tooltip("Jump force in m/s")]
public float JumpForce = 8f;
[Tooltip("Player rotation speed towards movement direction")]
public float RotationSpeed = 10f;
[Tooltip("Ground detection tolerance")]
public float GroundTolerance = 0.2f;
[Tooltip("Layers considered as ground")]
public LayerMask GroundLayer = 1;
[Tooltip("Layers considered as death zone")]
public LayerMask DeathLayer = 0;
[Header("Forces")]
[Tooltip("Decay rate of extra forces (m/s²)")]
public float ExtraForcesDrag = 8f;
[Header("Debug")]
[Tooltip("GUI logs of current state")]
public bool StateLogs;
}
[System.Serializable]
public class References
{
public CharacterController Controller;
public InputActionAsset InputActions;
}
[System.Serializable]
public class StateContainer
{
[Tooltip("Current player state")]
public PlayerState CurrentState = PlayerState.Idle;
[Tooltip("Is player paused?")]
public bool IsPaused = false;
[Tooltip("Is player grounded?")]
public bool IsGrounded;
[Tooltip("Current velocity in m/s")]
public Vector3 Velocity;
[Tooltip("Ground transform evaluated as parent")]
public Transform Ground;
public float VerticalVelocity => Velocity.y;
public Vector3 HorizontalVelocity => new Vector3(Velocity.x, 0, Velocity.z);
}
[System.Serializable]
public class HealthContainer
{
[Tooltip("Maximum health points")]
public int MaxHealth = 3;
[Tooltip("Current health points")]
public int CurrentHealth;
[Tooltip("Event on definitive die")]
public UnityEvent OnDie;
}
[SerializeField] private Settings _settings;
[SerializeField] private References _references;
[SerializeField] private StateContainer _state;
[SerializeField] private HealthContainer _health;
public StateContainer State => _state;
public HealthContainer Health => _health;
#region Private Fields
private InputAction _moveAction;
private InputAction _jumpAction;
private Camera _camera;
// Ground check geometry
private Vector3 _groundCheckRayOffset;
private Vector3 _groundCheckSphereOffset;
private float _groundCheckRadius;
// OverlapSphere results buffer (non-alloc)
private Collider[] _overlapResults = new Collider[1];
// Platform tracking
private Vector3 _lastPlatformPosition;
private Quaternion _lastPlatformRotation;
// External forces
private Vector3 _impulseForce; // AddForce: decays automatically each frame
private Vector3 _persistentForce; // SetForce: maintained by caller
private Vector3 _platformVelocity; // Inherited on leaving platform: decays automatically
// Events
public event Action<PlayerState, PlayerState> OnStateChanged;
#endregion
#region Constants
private const float KMH_TO_MS = 1 / 3.6f;
private const float STICK_FORCE = -5f;
private const float GRAVITY = -20f;
private const float MAX_GRAVITY = -50f;
#endregion
#region Unity Debug
void OnGUI()
{
if (_settings.StateLogs)
{
GUIStyle style = new GUIStyle();
style.fontSize = 15;
style.normal.textColor = Color.white;
style.alignment = TextAnchor.UpperLeft;
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()
{
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 OnControllerColliderHit(ControllerColliderHit hit)
{
if ((_settings.DeathLayer & (1 << hit.gameObject.layer)) != 0)
{
Eliminate();
}
}
void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
if (_references.Controller == null)
_references.Controller = GetComponent<CharacterController>();
_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;
_health.CurrentHealth = _health.MaxHealth;
}
void OnEnable()
{
_moveAction?.Enable();
_jumpAction?.Enable();
}
void OnDisable()
{
_moveAction?.Disable();
_jumpAction?.Disable();
}
void Update()
{
if (_state.IsPaused) return;
if (!_references.Controller.enabled) return;
float deltaTime = Time.deltaTime;
SetPlatformOffset();
SetGravity(deltaTime);
SetVelocity(deltaTime);
SetJump();
SetMovement(deltaTime);
SetState();
}
#endregion
#region Physics
/// <summary>
/// Applies a one-shot impulse in any direction.
/// Decays automatically at ExtraForcesDrag rate.
/// Suitable for trampolines, explosions, knockbacks.
/// </summary>
public void AddForce(Vector3 force)
{
_impulseForce += force;
}
/// <summary>
/// Sets a persistent force applied every frame until cleared.
/// Caller is responsible for resetting to Vector3.zero.
/// Suitable for conveyor belts, jetpacks, wind zones.
/// </summary>
public void SetForce(Vector3 force)
{
_persistentForce = force;
if (force.y > 0)
_state.Velocity.y = 0;
}
#endregion
#region Public Methods
/// <summary>
/// Teleport player to position.
/// </summary>
public void Teleport(Vector3 position)
{
_references.Controller.enabled = false;
_state.Velocity = _impulseForce = _persistentForce = _platformVelocity = Vector3.zero;
_state.Ground = null;
transform.position = position;
_references.Controller.enabled = true;
}
/// <summary>
/// Sets the pause state of the player.
/// </summary>
public void Pause(bool paused)
{
_state.IsPaused = paused;
}
/// <summary>
/// Stuns for a specified duration (0 = infinite).
/// </summary>
public void Stun(float duration = 0)
{
if (_state.CurrentState == PlayerState.Eliminated)
return;
_references.Controller.enabled = false;
_state.Velocity = _impulseForce = _persistentForce = _platformVelocity = Vector3.zero;
_state.Ground = null;
_state.CurrentState = PlayerState.Stunned;
if (duration > 0)
Invoke(nameof(Recover), duration);
}
/// <summary>
/// Eliminates the player from the game.
/// </summary>
public void Eliminate()
{
_references.Controller.enabled = false;
_state.Velocity = _impulseForce = _persistentForce = _platformVelocity = Vector3.zero;
_state.Ground = null;
_state.CurrentState = PlayerState.Eliminated;
Invoke(nameof(GoToCheckpoint), 2);
}
/// <summary>
/// Recover from stun.
/// </summary>
public void GoToCheckpoint()
{
if (Checkpoint.Active && _health.CurrentHealth > 0)
{
_health.CurrentHealth--;
transform.position = Checkpoint.Active.transform.position;
Debug.Log("Go to last checkpoint");
Recover();
}
else
{
Debug.Log("Player is dead");
_health.OnDie.Invoke();
}
}
/// <summary>
/// Recover from stun.
/// </summary>
public void Recover()
{
if (_state.CurrentState == PlayerState.Stunned ||
_state.CurrentState == PlayerState.Eliminated)
_state.CurrentState = PlayerState.Idle;
_references.Controller.enabled = true;
}
/// <summary>
/// Set the player loser.
/// </summary>
public void Loose()
{
_references.Controller.enabled = false;
_state.Velocity = _impulseForce = _persistentForce = _platformVelocity = Vector3.zero;
_state.Ground = null;
_state.CurrentState = PlayerState.Loser;
}
/// <summary>
/// Set the player winner.
/// </summary>
public void Win()
{
_references.Controller.enabled = false;
_state.Velocity = _impulseForce = _persistentForce = _platformVelocity = Vector3.zero;
_state.Ground = null;
_state.CurrentState = PlayerState.Winner;
}
#endregion
#region Player Logic
private void SetPlatformOffset()
{
// Raycast for center contact
Vector3 rayOrigin = transform.position + _groundCheckRayOffset;
bool rayHit = Physics.Raycast(rayOrigin, Vector3.down, out RaycastHit rayInfo,
_settings.GroundTolerance * 2f, _settings.GroundLayer);
// OverlapSphere for edge contact — works even when already intersecting
Vector3 sphereOrigin = transform.position + _groundCheckSphereOffset;
int overlapCount = Physics.OverlapSphereNonAlloc(sphereOrigin, _groundCheckRadius,
_overlapResults, _settings.GroundLayer);
bool sphereHit = overlapCount > 0;
bool wasGrounded = _state.IsGrounded;
_state.IsGrounded = rayHit || sphereHit;
if (_state.IsGrounded)
{
Transform currentGround = rayHit ? rayInfo.collider.transform : _overlapResults[0].transform;
// Initialize references when landing on a new surface to prevent teleporting
if (currentGround != _state.Ground)
{
_state.Ground = currentGround;
_lastPlatformPosition = _state.Ground.position;
_lastPlatformRotation = _state.Ground.rotation;
_impulseForce.y = _platformVelocity.y = 0;
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
Vector3 platformDelta = _state.Ground.position - _lastPlatformPosition;
transform.position += platformDelta;
// Store current state for next frame
_lastPlatformPosition = _state.Ground.position;
_lastPlatformRotation = _state.Ground.rotation;
// Sync physics broadphase — prevents CC from seeing stale overlap
Physics.SyncTransforms();
}
else
{
// Just left the ground: inherit platform velocity so the player
// doesn't stop dead in the air when jumping off a moving platform
if (wasGrounded && _state.Ground != null)
_platformVelocity = (_state.Ground.position - _lastPlatformPosition) / Time.deltaTime;
_state.Ground = null;
}
}
private void SetGravity(float deltaTime)
{
if (_state.IsGrounded && _state.Velocity.y < 0)
{
_state.Velocity.y = STICK_FORCE;
}
else if (_persistentForce.y <= 0)
{
if (_platformVelocity.y > 0)
{
_platformVelocity.y += GRAVITY * deltaTime;
if (_platformVelocity.y < 0)
_state.Velocity.y += _platformVelocity.y;
}
else if (_impulseForce.y > 0)
{
_impulseForce.y += GRAVITY * deltaTime;
if (_impulseForce.y < 0)
_state.Velocity.y += _impulseForce.y;
}
else
{
_state.Velocity.y += GRAVITY * deltaTime;
}
_state.Velocity.y = Mathf.Max(_state.Velocity.y, MAX_GRAVITY);
}
}
private void SetVelocity(float deltaTime)
{
// Movement attenuation based on state
float moveAtten;
switch (_state.CurrentState)
{
case PlayerState.Idle:
case PlayerState.Moving:
moveAtten = 1f;
break;
case PlayerState.Jumping:
moveAtten = .8f;
break;
case PlayerState.Falling:
moveAtten = .6f;
break;
default:
moveAtten = 0f;
break;
}
Vector2 input = _moveAction.ReadValue<Vector2>();
Vector3 forward = Vector3.ProjectOnPlane(_camera.transform.forward, Vector3.up).normalized;
Vector3 right = Vector3.ProjectOnPlane(_camera.transform.right, Vector3.up).normalized;
float speed = _settings.Speed * KMH_TO_MS * moveAtten;
Vector3 moveInput = (forward * input.y + right * input.x) * speed;
_state.Velocity.x = moveInput.x;
_state.Velocity.z = moveInput.z;
if (moveInput.sqrMagnitude > 0.001f)
{
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);
}
}
private void SetJump()
{
if (_jumpAction.triggered && _state.IsGrounded)
{
_state.Velocity.y = _settings.JumpForce;
_state.Ground = null;
}
}
private void SetMovement(float deltaTime)
{
Vector3 velocity = _state.Velocity + _impulseForce + _persistentForce + _platformVelocity;
_references.Controller.Move(velocity * deltaTime);
// Decay impulse force
Vector3 impulseForce = Vector3.MoveTowards(_impulseForce, Vector3.zero, _settings.ExtraForcesDrag * deltaTime);
impulseForce.y = _impulseForce.y;
_impulseForce = impulseForce;
// Decay inherited platform velocity: reset when back on ground
if (_state.IsGrounded)
{
_platformVelocity = Vector3.zero;
}
else
{
Vector3 platformVelocity = Vector3.MoveTowards(_platformVelocity, Vector3.zero, _settings.ExtraForcesDrag * deltaTime);
platformVelocity.y = _platformVelocity.y;
_platformVelocity = platformVelocity;
}
}
private void SetState()
{
if (_state.CurrentState == PlayerState.Stunned ||
_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
? PlayerState.Jumping
: PlayerState.Falling;
}
else
{
_state.CurrentState = _state.HorizontalVelocity.sqrMagnitude > 0.1f
? PlayerState.Moving
: PlayerState.Idle;
}
if (previousState != _state.CurrentState)
OnStateChanged?.Invoke(previousState, _state.CurrentState);
}
#endregion
}