added camera, better animations, first platform

This commit is contained in:
MrTorex committed 2026-02-02 14:19:11 +03:00
1 parent 0090d6d774
commit 00fbe12dba
17 files changed
+1794 -174

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+3
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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 304621e29138449bb85b12070f1e20eb
timeCreated: 1770028932
@@ -0,0 +1,37 @@
using UnityEngine;
namespace Code.Gameplay.Camera
{
public class CameraFollow : MonoBehaviour
{
[SerializeField] private Transform _target;
[SerializeField] private Vector2 _offset = Vector2.zero;
[SerializeField] private float _smoothSpeed = 0.125f;
[SerializeField] private bool _useHorizontalBounds = true;
[SerializeField] private float _minX = -10f;
[SerializeField] private float _maxX = 10f;
[SerializeField] private bool _useVerticalBounds = false;
[SerializeField] private float _minY = -5f;
[SerializeField] private float _maxY = 5f;
private Vector3 _desiredPosition;
private void LateUpdate()
{
if (!_target) return;
_desiredPosition = _target.position + (Vector3)_offset;
_desiredPosition.z = -10;
if (_useHorizontalBounds)
_desiredPosition.x = Mathf.Clamp(_desiredPosition.x, _minX, _maxX);
if (_useVerticalBounds)
_desiredPosition.y = Mathf.Clamp(_desiredPosition.y, _minY, _maxY);
transform.position = Vector3.Lerp(transform.position, _desiredPosition, _smoothSpeed);
}
}
}
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fileFormatVersion: 2
guid: 6f3266655646432bb07512a1a5c1d9e7
timeCreated: 1770028938
+54 -24
View File
@@ -5,24 +5,23 @@ namespace Code.Gameplay.Player
{
public class PlayerMovement : MonoBehaviour
{
[Header("References")]
[SerializeField] private Rigidbody2D _rb;
[SerializeField] private Transform _groundCheck;
[SerializeField] private LayerMask _groundLayer;
[SerializeField] private Animator _animator;
[Header("Movement")]
[SerializeField] private float _moveSpeed = 5f;
[SerializeField] private float _sprintSpeedMultiplier = 1.8f;
[SerializeField] private float _jumpForce = 12f;
[Header("Ground Check")]
[SerializeField] private float _groundCheckRadius = 0.2f;
[SerializeField] private float _jumpDuration = 0.5f;
private IInputService _input;
private bool _isGrounded;
private bool _jumpRequested;
private bool _isJumping;
private float _jumpTimer;
public bool IsGrounded => _isGrounded;
public bool isGrounded { get; private set; }
public void Construct(IInputService input)
{
@@ -31,8 +30,8 @@ namespace Code.Gameplay.Player
private void Update()
{
HandleInput();
CheckGround();
HandleInput();
}
private void FixedUpdate()
@@ -42,6 +41,28 @@ namespace Code.Gameplay.Player
}
private void HandleInput()
{
switch (_input.JumpPressed)
{
case true when isGrounded:
_isJumping = true;
_jumpTimer = 0f;
_rb.linearVelocity = new Vector2(_rb.linearVelocity.x, _jumpForce);
break;
case false when _isJumping:
{
_isJumping = false;
if (_rb.linearVelocity.y > 0)
_rb.linearVelocity = new Vector2(_rb.linearVelocity.x, _rb.linearVelocity.y * 0.5f);
break;
}
}
UpdateFacingDirection();
UpdateAnimations();
}
private void UpdateFacingDirection()
{
transform.rotation = _input.MoveInput switch
{
@@ -49,42 +70,51 @@ namespace Code.Gameplay.Player
< 0 => Quaternion.Euler(0, -180, 0),
_ => transform.rotation
};
if (_input.JumpPressed && !_jumpRequested)
{
_jumpRequested = true;
}
}
private void UpdateAnimations()
{
var isMoving = Mathf.Abs(_input.MoveInput) > 0.1f;
var isJumping = !isGrounded;
if (isJumping)
_animator.runtimeAnimatorController = Resources.Load<RuntimeAnimatorController>("Animations/penguin_jump_01");
else if (isMoving)
_animator.runtimeAnimatorController = Resources.Load<RuntimeAnimatorController>("Animations/penguin_walk_01");
else
_animator.runtimeAnimatorController = Resources.Load<RuntimeAnimatorController>("Animations/penguin_idle_01");
}
private void CheckGround()
{
_isGrounded = Physics2D.OverlapCircle(_groundCheck.position, _groundCheckRadius, _groundLayer);
isGrounded = Physics2D.OverlapCircle(_groundCheck.position, _groundCheckRadius, _groundLayer);
}
private void Move()
{
float moveInput = _input.MoveInput;
float speed = _input.SprintHeld ? _moveSpeed * _sprintSpeedMultiplier : _moveSpeed;
float targetVelocityX = moveInput * speed;
var moveInput = _input.MoveInput;
var speed = _input.SprintHeld ? _moveSpeed * _sprintSpeedMultiplier : _moveSpeed;
var targetVelocityX = moveInput * speed;
// Плавное изменение скорости (опционально, можно и напрямую)
_rb.linearVelocity = new Vector2(targetVelocityX, _rb.linearVelocity.y);
}
private void HandleJump()
{
if (_jumpRequested && _isGrounded)
if (!_isJumping || !_input.JumpPressed) return;
_jumpTimer += Time.fixedDeltaTime;
if (!(_jumpTimer < _jumpDuration && _rb.linearVelocity.y > 0))
{
_rb.linearVelocity = new Vector2(_rb.linearVelocity.x, _jumpForce);
_jumpRequested = false;
_isJumping = false;
}
}
// Для отладки
private void OnDrawGizmosSelected()
{
if (_groundCheck != null)
Gizmos.DrawWireSphere(_groundCheck.position, _groundCheckRadius);
if (_groundCheck == null) return;
Gizmos.color = isGrounded ? Color.green : Color.red;
Gizmos.DrawWireSphere(_groundCheck.position, _groundCheckRadius);
}
}
}
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