Files
DropToTheRoots/Game/Assets/Scripts/DropletMovement.cs
T
2026-06-06 10:02:11 +02:00

165 lines
4.0 KiB
C#

using UnityEngine;
using System.Collections;
public class DropletMovement : MonoBehaviour
{
private Rigidbody2D rb;
// helper variables
private bool isGrounded = true;
private float facingDirection = 1f;
private bool isDropping = false;
// movement
private Vector2 movement;
public float jumpingPower = 5f;
public float moveSpeed = 5f;
// dashing
private bool canDash = true;
private bool isDashing;
public float dashingPower = 24f;
public float dashingTime = 0.2f;
public float dashingCooldown = 1f;
[SerializeField] private TrailRenderer tr;
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
void Update()
{
//collision
//dashing
if (isDashing)
{
return;
}
movement.x = Input.GetAxisRaw("Horizontal");
if (movement.x < 0) facingDirection = -1;
if (movement.x > 0) facingDirection = 1;
if (isGrounded &&
(Input.GetKeyDown(KeyCode.Space) ||
Input.GetKeyDown(KeyCode.UpArrow) ||
Input.GetKeyDown(KeyCode.W))
&& !isDropping)
{
rb.linearVelocity = new Vector2(rb.linearVelocity.x, jumpingPower);
}
if (Input.GetKeyDown(KeyCode.LeftShift) && canDash)
{
StartCoroutine(Dash());
}
//dropdown
if (!isGrounded){return;}
if (Input.GetKeyDown(KeyCode.DownArrow) || Input.GetKeyDown(KeyCode.S))
{
DropDown();
}
}
private void FixedUpdate()
{
if (isDashing || isDropping)
{
return;
}
rb.linearVelocity = new Vector2(movement.x * moveSpeed, rb.linearVelocity.y);
}
/*void OnCollisionEnter2D(Collision2D collision)
{
//if (collision.collider.GetType() == typeof(BoxCollider) && collision.collider.GetComponent == ) {
Destroy(gameObject); //base: destroys the game object
}*/
private IEnumerator Dash()
{
canDash = false;
isDashing = true;
float originalGravity = rb.gravityScale;
rb.gravityScale = 0f;
rb.linearVelocity = new Vector2(facingDirection * dashingPower, 0f);
if (tr != null)
{
tr.emitting = true;
}
yield return new WaitForSeconds(dashingTime);
if (tr != null)
{
tr.emitting = false;
}
rb.gravityScale = originalGravity;
isDashing = false;
yield return new WaitForSeconds(dashingCooldown);
canDash = true;
}
private void OnCollisionEnter2D(Collision2D col)
{
isGrounded = true;
}
private void OnCollisionExit2D(Collision2D col)
{
isGrounded = false;
}
private void DropDown()
{
//when "s" or "down key" is pressed turn of/disable collider;
//move object slowly down (1 seconds, move down the height of the collision box)
//after that enable collider again
if (isGrounded && (Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.DownArrow)))
{
StartCoroutine(DropRoutine());
}
}
private IEnumerator DropRoutine()
{
Collider2D playerCollider = GetComponent<Collider2D>();
rb = GetComponent<Rigidbody2D>();
playerCollider.isTrigger = true;
float duration = 1f;
float elapsed = 0f; //measure time
//move down the height of the collider
float dropDistance = playerCollider.bounds.size.y;
float speed = dropDistance/duration;
while (elapsed < duration)
{
isDropping = true;
rb.gravityScale = 0;
transform.Translate(Vector3.down * speed * Time.deltaTime);
elapsed += Time.deltaTime; //update time
yield return null;
}
//enable collider --> not a trigger anymore
rb.gravityScale = 1;
playerCollider.isTrigger = false;
isDropping = false;
isGrounded = false;
}
}