Files
PGiZ2/Assets/Code/Gameplay/Player/PlayerMovement.cs
T
2026-02-03 20:22:33 +03:00

210 lines
7.2 KiB
C#

using System;
using UnityEngine;
using Code.Input;
using Cysharp.Threading.Tasks;
namespace Code.Gameplay.Player
{
public class PlayerMovement : MonoBehaviour
{
[SerializeField] private Rigidbody2D _rb;
[SerializeField] private Transform _groundCheck;
[SerializeField] private LayerMask _groundLayer;
[SerializeField] private Animator _animator;
[SerializeField] private SpriteRenderer _spriteRenderer;
[SerializeField] private PlayerHealth _playerHealth;
[SerializeField] private float _moveSpeed = 5f;
[SerializeField] private float _sprintSpeedMultiplier = 1.8f;
[SerializeField] private float _jumpForce = 12f;
[SerializeField] private float _groundCheckRadius = 0.2f;
[SerializeField] private float _jumpDuration = 0.5f;
[SerializeField] private float _sprintPitchMultiplier = 1.2f;
[SerializeField] private AudioSource audioSource;
private IInputService _input;
private bool _isJumping;
private float _jumpTimer;
private bool _isAttacking;
private float _attackEndTime;
private RuntimeAnimatorController _idleAnimator;
private RuntimeAnimatorController _walkAnimator;
private RuntimeAnimatorController _jumpAnimator;
private RuntimeAnimatorController _attackAnimator;
private AudioClip _jumpClip;
private AudioClip _walkClip;
private bool _wasMovingLastFrame;
public bool isGrounded { get; private set; }
public void Construct(IInputService input)
{
_input = input;
_animator.runtimeAnimatorController = null;
_idleAnimator = Resources.Load<RuntimeAnimatorController>("Animations/penguin_idle_01");
_walkAnimator = Resources.Load<RuntimeAnimatorController>("Animations/penguin_walk_01");
_jumpAnimator = Resources.Load<RuntimeAnimatorController>("Animations/penguin_jump_01");
_attackAnimator = Resources.Load<RuntimeAnimatorController>("Animations/penguin_atack_01");
_jumpClip = Resources.Load<AudioClip>("Audio/SFX/JumpSFX");
_walkClip = Resources.Load<AudioClip>("Audio/SFX/WalkSFX");
_playerHealth.OnTookDamage += StartBlinking;
}
private void OnDestroy()
{
_playerHealth.OnTookDamage -= StartBlinking;
}
private void Update()
{
CheckGround();
HandleInput();
}
private void FixedUpdate()
{
Move();
HandleJump();
}
private void HandleInput()
{
switch (_input.JumpPressed)
{
case true when isGrounded:
_isJumping = true;
audioSource.PlayOneShot(_jumpClip);
_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;
}
}
if (_input.AttackPressed && !_isAttacking && Time.time >= _playerHealth.nextAttackTime)
{
_isAttacking = true;
_attackEndTime = Time.time + 0.3f;
_playerHealth?.TryAttack();
}
UpdateFacingDirection();
UpdateAnimations();
}
private void UpdateFacingDirection()
{
transform.rotation = _input.MoveInput switch
{
> 0 => Quaternion.identity,
< 0 => Quaternion.Euler(0, -180, 0),
_ => transform.rotation
};
}
private void UpdateAnimations()
{
if (_isAttacking)
{
if (_animator.runtimeAnimatorController != _attackAnimator)
_animator.runtimeAnimatorController = _attackAnimator;
if (Time.time >= _attackEndTime)
{
_isAttacking = false;
}
return;
}
var isMoving = Mathf.Abs(_input.MoveInput) > 0.1f;
var isJumping = !isGrounded;
if (isJumping)
{
if (_animator.runtimeAnimatorController != _jumpAnimator)
_animator.runtimeAnimatorController = _jumpAnimator;
}
else if (isMoving)
{
if (_animator.runtimeAnimatorController != _walkAnimator)
_animator.runtimeAnimatorController = _walkAnimator;
}
else if (_animator.runtimeAnimatorController != _idleAnimator)
_animator.runtimeAnimatorController = _idleAnimator;
}
private void CheckGround()
{
isGrounded = Physics2D.OverlapCircle(_groundCheck.position, _groundCheckRadius, _groundLayer);
}
private void Move()
{
var moveInput = _input.MoveInput;
var isMoving = Mathf.Abs(moveInput) > 0.1f;
var speed = _input.SprintHeld ? _moveSpeed * _sprintSpeedMultiplier : _moveSpeed;
var targetVelocityX = moveInput * speed;
_rb.linearVelocity = new Vector2(targetVelocityX, _rb.linearVelocity.y);
// Проигрываем звук ходьбы ТОЛЬКО при начале движения
if (isMoving && !_wasMovingLastFrame && isGrounded)
{
if (_walkClip)
{
audioSource.pitch = _input.SprintHeld ? _sprintPitchMultiplier : 1f;
audioSource.PlayOneShot(_walkClip);
}
}
_wasMovingLastFrame = isMoving;
}
private void HandleJump()
{
if (!_isJumping || !_input.JumpPressed) return;
_jumpTimer += Time.fixedDeltaTime;
if (!(_jumpTimer < _jumpDuration && _rb.linearVelocity.y > 0))
{
_isJumping = false;
}
}
private async void StartBlinking()
{
_spriteRenderer.color = new Color(1, 1, 1, 0.5f); // полупрозрачность
float blinkDuration = 2f;
float blinkInterval = 0.1f;
int blinkCount = (int)(blinkDuration / blinkInterval);
for (int i = 0; i < blinkCount; i++)
{
_spriteRenderer.enabled = !_spriteRenderer.enabled;
await UniTask.Delay(TimeSpan.FromSeconds(blinkInterval));
}
_spriteRenderer.enabled = true;
_spriteRenderer.color = Color.white;
}
private void OnDrawGizmosSelected()
{
if (_groundCheck == null) return;
Gizmos.color = isGrounded ? Color.green : Color.red;
Gizmos.DrawWireSphere(_groundCheck.position, _groundCheckRadius);
}
}
}