Files
FallBotsB3/Assets/_Content/Scripts/Player/Player.cs
2026-06-08 17:08:19 +02:00

593 lines
18 KiB
C#

using TMPro.EditorUtilities;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.InputSystem;
using UnityEngine.UI;
using static UnityEditor.Experimental.GraphView.GraphView;
public class Player : MonoBehaviour
{
public static Player Instance { get; private set; }
public enum PlayerState
{
Idle,
Moving,
Jumping,
Falling,
Stunned,
Dead,
Loser,
Winner,
}
[System.Serializable]
public class WallRun
{
[Tooltip("Can the player run along walls?")]
public bool CanRunOnWalls = true;
[Tooltip("Layers considered as walkable wall")]
public LayerMask WallLayer = 0;
[Tooltip("Stick duration to wall before fall")]
public float StickDuration = 3;
[Tooltip("Gravity applyed when sticked to wall")]
public float StickedGravity = -5;
}
[System.Serializable]
public class Settings
{
[Header("Movements")]
[Tooltip("Walk speed in km/h")]
public float WalkSpeed = 15f;
[Tooltip("Run speed in km/h")]
public float RunSpeed = 30f;
[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;
[Header("Features")]
public WallRun WallRun;
}
[System.Serializable]
public class References
{
public CharacterController Controller;
public InputActionAsset InputActions;
public GameObject DiePrefab;
}
/*[System.Serializable]
public class Events
{
public UnityEvent OnLose;
public UnityEvent OnDie;
}*/
[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 sticked to wall?")]
public bool IsStickedToWall;
[Tooltip("Can player stick to walls?")]
public bool CanStickToWalls;
[Tooltip("Current running state")]
[Range(0, 1)] public float Running;
[Tooltip("Animation center of gravity")]
[Range(-1, 1)] public float AnimationCenter;
[Tooltip("Elapsed time since falling")]
[Range(-1, 1)] public float FallingTime;
[Tooltip("Elapsed time since sticked to wall")]
[Range(-1, 1)] public float StickedTime;
[Tooltip("Current velocity in m/s")]
public Vector3 Velocity;
[Tooltip("Ground transform evaluated as parent")]
public Transform Ground;
public bool IsGrounded => Ground;
public float VerticalVelocity => Velocity.y;
public Vector3 HorizontalVelocity => new Vector3(Velocity.x, 0, Velocity.z);
}
[SerializeField] private Settings _settings;
[SerializeField] private References _references;
//[SerializeField] private Events _events;
[SerializeField, ReadOnly] private StateContainer _state;
public StateContainer State => _state;
#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 Public Fields
public void Pause(bool pause = true)
{
_state.IsPaused = pause;
}
public void SetState(PlayerState state)
{
_state.CurrentState = state;
//TriggerStateEvents();
}
public void Lose()
{
if (_state.CurrentState == PlayerState.Loser)
return;
SetState(PlayerState.Loser);
Pause();
}
public void Die()
{
if (_state.CurrentState == PlayerState.Dead)
return;
SetState(PlayerState.Dead);
Instantiate(_references.DiePrefab);
Debug.Log("Player is dead");
}
#endregion
#region Private Fields
// Inputs
private InputAction _moveAction;
private InputAction _runAction;
private InputAction _jumpAction;
// Camera
private Camera _camera;
// Ground
private Vector3 _groundCheckRayOffset;
private Vector3 _groundCheckSphereOffset;
private float _groundCheckRadius;
private Collider[] _overlapResults = new Collider[1];
private Vector3 _wallDirection;
private Vector3 _wallNormal;
private Vector3 _wallPosition;
private Vector3 _lastPlatformPosition;
private Quaternion _lastPlatformRotation;
private Vector3 _platformVelocity;
#endregion
#region Unity Lifecycle
/*void OnDrawGizmos()
{
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.color = new Color(.2f, 1, .7f, .3f);
Gizmos.DrawSphere(_groundCheckSphereOffset, _groundCheckRadius);
}*/
void Awake()
{
if (!Instance)
Instance = this;
// Inputs
_moveAction = _references.InputActions.FindActionMap("Player").FindAction("Move");
_runAction = _references.InputActions.FindActionMap("Player").FindAction("Sprint");
_jumpAction = _references.InputActions.FindActionMap("Player").FindAction("Jump");
// Camera
_camera = Camera.main;
// Ground check geometry
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()
{
_moveAction?.Enable();
_runAction?.Enable();
_jumpAction?.Enable();
}
void OnDisable()
{
_moveAction?.Disable();
_runAction?.Disable();
_jumpAction?.Disable();
}
void Update()
{
float t = Time.deltaTime;
CheckGround(t);
SetGravity(t);
SetVelocity(t);
SetJump();
SetMovement(t);
SetState();
}
void OnControllerColliderHit(ControllerColliderHit hit)
{
if ((_settings.DeathLayer.value & (1 << hit.gameObject.layer)) != 0)
{
Die();
}
}
#endregion
#region Player Logic
private void CheckGround(float deltaTime)
{
// Raycast for center contact
RaycastHit rayInfo;
Vector3 rayOrigin = transform.position + _groundCheckRayOffset;
bool rayHit = Physics.Raycast(rayOrigin, Vector3.down, out rayInfo, _settings.GroundTolerance * 2f, _settings.GroundLayer);
// OverlapSphere for edge contact
Vector3 sphereOrigin = transform.position + _groundCheckSphereOffset;
int overlapCount = Physics.OverlapSphereNonAlloc(sphereOrigin, _groundCheckRadius, _overlapResults, _settings.GroundLayer);
bool sphereHit = overlapCount > 0;
bool wasGrounded = _state.IsGrounded;
bool isGrounded = rayHit || sphereHit;
// Wall run
if (_settings.WallRun.CanRunOnWalls && !_state.CanStickToWalls)
{
_state.CanStickToWalls = _state.FallingTime > .3f;
}
bool isStickedToWall = false;
if (!isGrounded && _settings.WallRun.CanRunOnWalls && _state.CanStickToWalls && _state.VerticalVelocity < 0)
{
int[] wallCheckAngles = new int[6] { 80, 70, 60, 50, 40, 30 };
int raySign = 1;
for (int i = 0; i < wallCheckAngles.Length; i++)
{
if (isStickedToWall)
break;
for (int u = -1; u <= 1; u += 2)
{
Vector3 rayDir = Quaternion.Euler(0, wallCheckAngles[i] * u, 0) * transform.forward;
float rayOffset = _references.Controller.radius * .8f;
float raySize = _references.Controller.radius * .7f;
isStickedToWall = Physics.Raycast(rayOrigin + rayDir * rayOffset, rayDir, out rayInfo, raySize, _settings.WallRun.WallLayer);
Debug.DrawRay(rayOrigin + rayDir * rayOffset, rayDir * raySize, isStickedToWall ? Color.green : Color.red);
if (isStickedToWall)
{
raySign = u;
goto AfterRaycastWall;
}
}
}
AfterRaycastWall:
if (!_state.IsStickedToWall && isStickedToWall)
_state.StickedTime = 0;
else if (_state.IsStickedToWall && !isStickedToWall)
_state.CanStickToWalls = false;
_state.IsStickedToWall = isStickedToWall;
if (_state.IsStickedToWall)
{
_wallDirection = Vector3.ProjectOnPlane(Vector3.Cross(rayInfo.normal, Vector3.up), Vector3.up) * Mathf.Sign(Vector3.Cross(transform.forward, rayInfo.normal).y);
_wallNormal = rayInfo.normal;
_wallPosition = rayInfo.point;
_state.AnimationCenter = raySign;
_state.Running = 1;
if (_state.StickedTime >= _settings.WallRun.StickDuration)
{
_state.IsStickedToWall = false;
_state.CanStickToWalls = false;
}
}
}
else if (isGrounded)
{
_state.IsStickedToWall = false;
_state.CanStickToWalls = true;
}
if (!isStickedToWall)
_state.AnimationCenter = 0;
if (isGrounded || isStickedToWall)
{
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;
_platformVelocity.y = 0;
return;
}
// 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 to prevents CC from seeing stale overlap
Physics.SyncTransforms();
// Reset platform velocity
_platformVelocity = Vector3.zero;
_state.FallingTime = 0; ;
}
else
{
// Inherit platform velocity when player left the ground
if (wasGrounded && _state.Ground != null)
{
_platformVelocity = (_state.Ground.position - _lastPlatformPosition) / Time.deltaTime;
}
// Decay velocity when player is in the air
else
{
Vector3 platformVelocity = Vector3.MoveTowards(_platformVelocity, Vector3.zero, _settings.ExtraForcesDrag * deltaTime);
platformVelocity.y = _platformVelocity.y;
_platformVelocity = platformVelocity;
}
_state.FallingTime += deltaTime;
_state.Ground = null;
}
}
private void SetGravity(float deltaTime)
{
if (_state.IsStickedToWall)
{
_state.Velocity.y = _settings.WallRun.StickedGravity * Mathf.Pow(_state.StickedTime / _settings.WallRun.StickDuration, 2);
}
else if (_state.IsGrounded && _state.Velocity.y < 0)
{
_state.Velocity.y = STICK_FORCE;
}
else
{
if (_platformVelocity.y > 0)
{
_platformVelocity.y += GRAVITY * deltaTime;
if (_platformVelocity.y < 0)
_state.Velocity.y += _platformVelocity.y;
}
else
{
_state.Velocity.y += GRAVITY * deltaTime;
}
_state.Velocity.y = Mathf.Max(_state.Velocity.y, MAX_GRAVITY);
}
}
private void SetVelocity(float deltaTime)
{
bool allowInput = !_state.IsPaused;
switch (_state.CurrentState)
{
case PlayerState.Loser:
case PlayerState.Dead:
allowInput = false;
break;
}
Vector2 input = allowInput ? _moveAction.ReadValue<Vector2>() : Vector2.zero;
bool run = _runAction.IsPressed();
_state.Running = Mathf.Clamp01(_state.Running + deltaTime * 4 * (run ? 1 : -1));
float speed = Mathf.Lerp(_settings.WalkSpeed, _settings.RunSpeed, _state.Running) * KMH_TO_MS;
Vector3 moveInput = new Vector3(input.x, 0, input.y); // Convert input 2D to move 3D
if (_state.IsStickedToWall)
{
_state.StickedTime += deltaTime * Mathf.Lerp(4, 1, moveInput.magnitude);
moveInput = _wallDirection * Mathf.Sqrt(1 - _state.StickedTime / _settings.WallRun.StickDuration);
}
else
{
moveInput = Quaternion.Euler(0, _camera.transform.eulerAngles.y, 0) * moveInput; // Rotate move toward camera
}
moveInput *= speed; // Muliply move by speed
float velovityTime = deltaTime * 8;
switch (_state.CurrentState)
{
default:
velovityTime *= 1;
break;
case PlayerState.Jumping:
velovityTime *= .5f;
break;
case PlayerState.Falling:
velovityTime *= .2f;
break;
}
_state.Velocity.x = Mathf.Lerp(_state.Velocity.x, moveInput.x, velovityTime);
_state.Velocity.z = Mathf.Lerp(_state.Velocity.z, moveInput.z, velovityTime);
}
private void SetJump()
{
if (_jumpAction.triggered && (_state.IsGrounded || _state.IsStickedToWall))
{
if (_state.IsStickedToWall)
_state.Velocity = Vector3.Lerp(_wallNormal, Vector3.up, .4f).normalized * _settings.JumpForce * 1.6f;
else
_state.Velocity.y = _settings.JumpForce;
_state.Ground = null;
_state.IsStickedToWall = false;
_state.CanStickToWalls = false;
_groundCheckRadius = _references.Controller.radius + _settings.GroundTolerance;
}
}
private void SetMovement(float deltaTime)
{
Vector3 motion = _state.Velocity + _platformVelocity;
if (_state.IsStickedToWall)
{
Vector3 wallDelta = _wallPosition - transform.position;
wallDelta -= wallDelta.normalized * _references.Controller.radius;
motion += wallDelta;
}
_references.Controller.Move(motion * deltaTime);
// Rotate Player
if (_state.HorizontalVelocity.sqrMagnitude > .001f)
{
Vector3 velocity = _state.HorizontalVelocity;
if (_state.Running > 0)
{
velocity = Vector3.Lerp(velocity, Vector3.down, _state.Running * .4f).normalized;
}
Quaternion targetRot = Quaternion.LookRotation(velocity, Vector3.up);
if (_state.IsStickedToWall)
targetRot = Quaternion.LookRotation(_wallDirection);
float t = _settings.RotationSpeed * deltaTime;
targetRot = Quaternion.Slerp(transform.rotation, targetRot, t);
transform.rotation = targetRot;
}
}
private void SetState()
{
switch (_state.CurrentState)
{
case PlayerState.Loser:
case PlayerState.Dead:
return;
}
if (State.IsGrounded || State.IsStickedToWall)
{
if (State.HorizontalVelocity.sqrMagnitude > .1f)
{
State.CurrentState = PlayerState.Moving;
}
else
{
State.CurrentState = PlayerState.Idle;
}
}
else
{
if (State.VerticalVelocity > 0)
{
State.CurrentState = PlayerState.Jumping;
}
else
{
State.CurrentState = PlayerState.Falling;
}
}
//TriggerStateEvents();
}
/*private void TriggerStateEvents()
{
switch (_state.CurrentState)
{
case PlayerState.Loser:
_events.OnLose?.Invoke();
break;
case PlayerState.Dead:
_events.OnDie?.Invoke();
break;
}
}*/
#endregion
}