Files
rpg_start/Study_One/Assets/Player.cs

140 lines
3.2 KiB
C#

using UnityEngine;
public class Player : MonoBehaviour
{
private Animator anim;
private Rigidbody2D rb;
[Header("Attack details")]
[SerializeField] private float attackRadius;
[SerializeField] private Transform attackPoint;
[SerializeField] private LayerMask whatIsEnemy;
[Header("Movement details")]
[SerializeField] private float moveSpeed = 8f;
[SerializeField] private float jumpForce = 12;
private bool facingRight = true;
private float xInput;
private bool canMove = true;
private bool canJump = true;
[Header("Collision details")]
[SerializeField] private float groundCheckDistance;
[SerializeField] private LayerMask whatIsGround;
private bool isGrounded;
private void Awake()
{
rb = GetComponent<Rigidbody2D>();
anim = GetComponentInChildren<Animator>();
}
private void Update()
{
HandleCollision();
HandleInput();
HandleMovement();
HandleAnimations();
HandleFlip();
}
public void DamageEnemies()
{
Collider2D[] enemyColliders = Physics2D.OverlapCircleAll(attackPoint.position, attackRadius, whatIsEnemy);
foreach (Collider2D enemy in enemyColliders)
{
enemy.GetComponent<Enemy>().TakeDamage();
}
}
public void EnableMovementAndJump(bool enable)
{
canMove = enable;
canJump = enable;
}
private void HandleInput()
{
xInput = Input.GetAxisRaw("Horizontal");
if (Input.GetKeyDown(KeyCode.K))
{
TryToJump();
}
if (Input.GetKeyDown(KeyCode.J))
{
TryToAttack();
}
}
private void TryToAttack()
{
if(isGrounded && canMove)
{
anim.SetTrigger("attack");
}
}
private void HandleAnimations()
{
anim.SetFloat("xVelocity", rb.linearVelocity.x);
anim.SetFloat("yVelocity", rb.linearVelocity.y);
anim.SetBool("isGrounded", isGrounded);
}
private void HandleMovement()
{
if(canMove)
{
rb.linearVelocity = new Vector2(xInput * moveSpeed, rb.linearVelocity.y);
}
else
{
rb.linearVelocity = new Vector2(0, rb.linearVelocity.y);
}
}
private void TryToJump()
{
if (isGrounded && canJump)
{
rb.linearVelocity = new Vector2(rb.linearVelocity.x, jumpForce);
}
}
private void HandleCollision()
{
isGrounded = Physics2D.Raycast(transform.position, Vector2.down, groundCheckDistance, whatIsGround);
}
private void HandleFlip()
{
if (rb.linearVelocity.x > 0 && facingRight == false)
{
Flip();
}
else if (rb.linearVelocity.x < 0 && facingRight == true)
{
Flip();
}
}
private void Flip()
{
transform.Rotate(0, 180, 0);
facingRight = !facingRight;
}
private void OnDrawGizmos()
{
Gizmos.DrawLine(transform.position, transform.position + new Vector3(0, -groundCheckDistance));
Gizmos.DrawWireSphere(attackPoint.position, attackRadius);
}
}