168 lines
4.0 KiB
C#
168 lines
4.0 KiB
C#
using UnityEngine;
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using System.Collections;
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public class DropletMovement : MonoBehaviour
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{
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private Rigidbody2D rb;
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// helper variables
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private bool isGrounded = true;
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private float facingDirection = 1f;
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private bool isDropping = false;
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// movement
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private Vector2 movement;
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public float jumpingPower = 5f;
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public float moveSpeed = 5f;
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// dashing
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private bool canDash = true;
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private bool isDashing;
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public float dashingPower = 24f;
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public float dashingTime = 0.2f;
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public float dashingCooldown = 1f;
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[SerializeField] private TrailRenderer tr;
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void Start()
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{
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rb = GetComponent<Rigidbody2D>();
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}
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void Update()
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{
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//collision
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//dashing
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if (isDashing)
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{
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return;
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}
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movement.x = Input.GetAxisRaw("Horizontal");
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if (movement.x < 0) facingDirection = -1;
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if (movement.x > 0) facingDirection = 1;
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if (isGrounded &&
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(Input.GetKeyDown(KeyCode.Space) ||
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Input.GetKeyDown(KeyCode.UpArrow) ||
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Input.GetKeyDown(KeyCode.W))
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&& !isDropping)
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{
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rb.linearVelocity = new Vector2(rb.linearVelocity.x, jumpingPower);
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}
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if (Input.GetKeyDown(KeyCode.LeftShift) && canDash)
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{
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StartCoroutine(Dash());
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}
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//dropdown
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if (!isGrounded){return;}
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if (Input.GetKeyDown(KeyCode.DownArrow) || Input.GetKeyDown(KeyCode.S))
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{
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DropDown();
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}
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}
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private void FixedUpdate()
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{
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if (isDashing || isDropping)
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{
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return;
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}
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rb.linearVelocity = new Vector2(movement.x * moveSpeed, rb.linearVelocity.y);
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}
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private void OnTriggerEnter2D(Collider2D other)
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{
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if (other.CompareTag("Border"))
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{
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Destroy(gameObject); //for now it destroys the droplet
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Debug.Log("Droplet dropped down, animation, game end!");
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}
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}
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private IEnumerator Dash()
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{
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canDash = false;
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isDashing = true;
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float originalGravity = rb.gravityScale;
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rb.gravityScale = 0f;
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rb.linearVelocity = new Vector2(facingDirection * dashingPower, 0f);
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if (tr != null)
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{
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tr.emitting = true;
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}
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yield return new WaitForSeconds(dashingTime);
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if (tr != null)
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{
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tr.emitting = false;
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}
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rb.gravityScale = originalGravity;
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isDashing = false;
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yield return new WaitForSeconds(dashingCooldown);
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canDash = true;
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}
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private void OnCollisionEnter2D(Collision2D col)
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{
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isGrounded = true;
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}
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private void OnCollisionExit2D(Collision2D col)
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{
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isGrounded = false;
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}
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private void DropDown()
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{
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//when "s" or "down key" is pressed turn of/disable collider;
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//move object slowly down (1 seconds, move down the height of the collision box)
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//after that enable collider again
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if (isGrounded && (Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.DownArrow)))
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{
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StartCoroutine(DropRoutine());
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}
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}
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private IEnumerator DropRoutine()
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{
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Collider2D playerCollider = GetComponent<Collider2D>();
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rb = GetComponent<Rigidbody2D>();
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playerCollider.isTrigger = true;
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float duration = 1f;
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float elapsed = 0f; //measure time
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//move down the height of the collider
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float dropDistance = playerCollider.bounds.size.y;
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float speed = dropDistance/duration;
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while (elapsed < duration)
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{
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isDropping = true;
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rb.gravityScale = 0;
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transform.Translate(Vector3.down * speed * Time.deltaTime);
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elapsed += Time.deltaTime; //update time
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yield return null;
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}
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//enable collider --> not a trigger anymore
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rb.gravityScale = 1;
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playerCollider.isTrigger = false;
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isDropping = false;
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isGrounded = false;
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}
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} |