167 lines
5.6 KiB
C#
167 lines
5.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Animations;
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using Saltosion.OneWeapon.Effects;
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using Saltosion.OneWeapon.Utils;
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using Saltosion.OneWeapon.Guns;
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namespace Saltosion.OneWeapon.Player {
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public class PlayerController : MonoBehaviour {
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public Rigidbody2D Body;
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public Transform Hand;
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public Transform SubHand;
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public AcceleratedMovement Movement;
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public SpriteRenderer BodySprite;
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public Animator BodyAnim;
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public SpriteRenderer HeadSprite;
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public Animator HeadAnim;
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public Transform HandLeft;
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public Transform HandRight;
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public Transform HandMiddle;
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public CameraFX CameraFX;
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public PunchingHand PunchingHand;
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public PlayerFun PlayerFun;
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private Gun Gun;
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private Vector2 GunLocation = new Vector2(0, -0.6f);
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private Vector3 GunRotation = new Vector3(0, 0, -90);
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private bool IsHoldingShoot = false;
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public float HandRetractSpeed = 10;
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public float HandRotationRetractSpeed = 300;
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private float CurrentHandRotation = 0f;
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private float CurrentHandDistance = 0f;
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public bool IsMoving {
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private set; get;
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} = false;
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void Update() {
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float X = Input.GetAxis("Horizontal");
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float Y = Input.GetAxis("Vertical");
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Movement.Direction = new Vector2(X, Y).normalized;
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Vector3 MousePos = Input.mousePosition;
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Vector3 PointedPos = Camera.main.ScreenToWorldPoint(MousePos);
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Vector2 LookDirection = (PointedPos - Hand.position).normalized;
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Vector3 Rot = Hand.localEulerAngles;
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Rot.z = Mathf.Atan2(LookDirection.y, LookDirection.x) * Mathf.Rad2Deg + 90;
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Hand.localEulerAngles = Rot;
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float Rotation = Rot.z;
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if (Rotation >= 45 && Rotation < 135) {
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BodyAnim.Play("HorizontalBody");
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BodySprite.flipX = false;
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HeadAnim.Play("HeadRight");
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HeadSprite.flipX = false;
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Hand.localPosition = HandMiddle.localPosition;
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} else if (Rotation >= 225 || Rotation < -45) {
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BodyAnim.Play("HorizontalBody");
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BodySprite.flipX = true;
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HeadAnim.Play("HeadRight");
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HeadSprite.flipX = true;
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Hand.localPosition = HandMiddle.localPosition;
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} else {
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if (Rotation >= 135 && Rotation < 225) {
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HeadAnim.Play("HeadUp");
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Hand.localPosition = HandRight.localPosition;
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} else {
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HeadAnim.Play("HeadDown");
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Hand.localPosition = HandLeft.localPosition;
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}
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BodyAnim.Play("VerticalBody");
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BodySprite.flipX = false;
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HeadSprite.flipX = false;
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}
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if (Gun != null) {
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if (Rotation >= 180 || Rotation <= -45) {
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Gun.FlipGun(true);
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} else if (Rotation < 180 || Rotation > 45) {
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Gun.FlipGun(false);
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}
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}
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if (Movement.SpeedPercentage > 0.05) {
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IsMoving = true;
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} else {
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IsMoving = false;
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}
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BodyAnim.SetFloat("Speed", Movement.SpeedPercentage);
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HeadAnim.SetFloat("Speed", Movement.SpeedPercentage);
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bool Shoot = Input.GetButton("Shoot");
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if (Shoot) {
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if (Gun != null) {
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if (Gun.Shoot(LookDirection, Rotation, IsHoldingShoot)) {
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CameraFX.StopFor(0.03f);
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CameraFX.ScreenShake(4f);
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PlayerFun.ShootingFun();
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}
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} else if (CurrentHandDistance <= 0 && !IsHoldingShoot) {
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CurrentHandDistance = 1.5f;
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CurrentHandRotation = 55;
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PunchingHand.Punching = true;
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PlayerFun.ShootingFun();
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}
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IsHoldingShoot = true;
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}
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if (Input.GetButtonUp("Shoot")) {
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IsHoldingShoot = false;
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}
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if (CurrentHandDistance > 0) {
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CurrentHandDistance -= HandRetractSpeed * Time.deltaTime;
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CurrentHandDistance = Mathf.Max(CurrentHandDistance, 0);
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} else {
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PunchingHand.Punching = false;
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}
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if (CurrentHandRotation > 0) {
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CurrentHandRotation -= HandRotationRetractSpeed * Time.deltaTime;
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CurrentHandRotation = Mathf.Max(CurrentHandRotation, 0);
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}
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Vector3 HandPosition = SubHand.localPosition;
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HandPosition.y = -CurrentHandDistance;
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SubHand.localPosition = HandPosition;
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Vector3 HandRotation = SubHand.localEulerAngles;
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HandRotation.z = CurrentHandRotation;
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SubHand.localEulerAngles = HandRotation;
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bool Drop = Input.GetButtonDown("DropWeapon");
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if (Gun != null && Drop) {
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SetGun(null);
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}
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}
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public void SetGun(Gun gun) {
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PlayerFun.ReceiveNewWeapon();
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if (Gun != null) {
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Destroy(Gun.gameObject);
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}
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Gun = gun;
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if (gun != null) {
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Gun.transform.parent = Hand;
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Gun.transform.localPosition = GunLocation;
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Gun.transform.localEulerAngles = GunRotation;
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}
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}
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}
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}
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