Files
RunRunRunP/Assets/Code/Player/Player.cs
T
2026-05-04 22:36:24 +03:00

91 lines
2.9 KiB
C#

using System;
using System.Threading;
using Alchemy.Inspector;
using Code.Audio;
using LitMotion;
using LitMotion.Extensions;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Code.Player
{
public class Player : MonoBehaviour
{
private static readonly int OnGround = Animator.StringToHash("OnGround");
[TabGroup("Movement")]
[SerializeField] private Transform[] runPositions = new Transform[3];
[TabGroup("Movement")]
[SerializeField] private float jumpStrength;
[TabGroup("Movement")]
[SerializeField] private float sideSpeed;
[TabGroup("Movement")]
[SerializeField] private LayerMask groundMask;
private Animator _animator;
private Rigidbody _rigidbody;
private void Awake()
{
_rigidbody = GetComponent<Rigidbody>();
_animator = GetComponentInChildren<Animator>();
InputSystem.actions.actionMaps[0].actions[0].performed += Jump;
InputSystem.actions.actionMaps[0].actions[1].performed += MoveRight;
InputSystem.actions.actionMaps[0].actions[2].performed += MoveLeft;
}
private void OnDestroy()
{
InputSystem.actions.actionMaps[0].actions[0].performed -= Jump;
InputSystem.actions.actionMaps[0].actions[1].performed -= MoveRight;
InputSystem.actions.actionMaps[0].actions[2].performed -= MoveLeft;
}
private void Jump(InputAction.CallbackContext context)
{
if(!_onGround) return;
_rigidbody.AddForce(new(0,jumpStrength,0), ForceMode.Impulse);
AudioManager.Instance.PlayJump();
}
private int _currentTarget = 1;
private void MoveRight(InputAction.CallbackContext context)
{
if(_currentTarget != 2) _currentTarget++;
ChangePosition();
}
private void MoveLeft(InputAction.CallbackContext context)
{
if(_currentTarget != 0) _currentTarget--;
ChangePosition();
}
private MotionHandle _sideMotion;
private bool _onGround;
private Collider[] _overlapResults = new Collider[1];
private void ChangePosition()
{
if(_sideMotion.IsActive()) _sideMotion.Cancel();
_sideMotion = LMotion
.Create(transform.position.x, runPositions[_currentTarget].position.x, sideSpeed)
.WithEase(Ease.Linear)
.BindToPositionX(transform);
// transform.position = runPositions[_currentTarget].position;
}
private void FixedUpdate()
{
var groundedCheck = Physics.OverlapSphereNonAlloc(transform.position, 1f, _overlapResults, groundMask);
_onGround = groundedCheck > 0;
_animator.SetBool(OnGround, _onGround);
}
}
}