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ToDo @JKA Ask @Erik why public public Animator animator; public Transform attackPoint; public LayerMask enemyLayers; - public float attackRange = 0.5f; - public int attackDamage = 10; + private Rigidbody2D myRigidbody2D; + private BoxCollider2D myFeetCollider; + private float normalGravity; + private bool isStomping = false; + + private void Start() + { + myRigidbody2D = GetComponent<Rigidbody2D>(); + myFeetCollider = GetComponent<BoxCollider2D>(); + normalGravity = myRigidbody2D.gravityScale; + + } - void Update() + private void Update() { if (Input.GetKeyDown(KeyCode.F)) { @@ -19,10 +39,75 @@ public class PlayerAttack : MonoBehaviour } } - void Attack() + private void OnStomp(InputValue value) + { + if (!canStomp) { return; } + + if (myFeetCollider.IsTouchingLayers(LayerMask.GetMask("Ground"))) { return; } + + if (value.isPressed) + { + StartCoroutine(Stomp()); + } + Debug.Log("Stomp"); + } + + + void OnCollisionEnter2D(Collision2D collision) + { + if (collision.gameObject.CompareTag("Enemy") && isStomping) + { + //if (collision.collider == myFeetCollider) + //{ + StompEnemy(collision); + //} + } + } + + private IEnumerator Stomp() + { + canStomp = false; + isStomping = true; + myRigidbody2D.gravityScale = stompGravity; + animator.SetBool("isStomping", true); + yield return new WaitUntil(CheckStomping); + myRigidbody2D.gravityScale = normalGravity; + isStomping = false; + animator.SetBool("isStomping", false); + yield return new WaitForSeconds(stompPenalty); + canStomp = true; + } + + private bool CheckStomping() + { + if (myFeetCollider.IsTouchingLayers(LayerMask.GetMask("Ground")) + || myFeetCollider.IsTouchingLayers(LayerMask.GetMask("Enemies"))) + { + return true; + } + + return false; + } + + private void StompEnemy(Collision2D collision) + { + collision.gameObject.GetComponent<Enemy>().TakeDamage(stompDamage); + BouncePlayer(collision.contacts[0].normal); + } + + void BouncePlayer(Vector2 collisionNormal) + { + Vector2 bounceDirection = new Vector2(0, 3); + // Apply the bounce force to the player + myRigidbody2D.velocity = new Vector2(myRigidbody2D.velocity.x, 0f); // Reset vertical velocity + myRigidbody2D.AddForce(bounceDirection * bounceForce, ForceMode2D.Impulse); + } + + + private void Attack() { //Play an attack animation - animator.SetTrigger("Attack"); + animator.SetTrigger("Attack"); //Detect enemies in range of Attack Collider2D[] hitEnemies = Physics2D.OverlapCircleAll(attackPoint.position, attackRange, enemyLayers); @@ -31,11 +116,11 @@ public class PlayerAttack : MonoBehaviour foreach (Collider2D enemy in hitEnemies) { Debug.Log("We hit " + enemy.name); - enemy.GetComponent<Enemy>().TakeDamge(attackDamage); + enemy.GetComponent<Enemy>().TakeDamage(attackDamage); } } - void OnDrawGizmosSelected() + private void OnDrawGizmosSelected() { if (attackPoint == null) return; diff --git a/Assets/Scripts/Controller/PlayerMovement.cs b/Assets/Scripts/Controller/PlayerMovement.cs index 42df0f35468b4c6f9a9c218af000aa880ed4c44a..94cdcce080065ae48ea48ae4baa814c6382c96da 100644 --- a/Assets/Scripts/Controller/PlayerMovement.cs +++ b/Assets/Scripts/Controller/PlayerMovement.cs @@ -7,28 +7,33 @@ namespace Akai.Controller.Player { [SerializeField] private float runSpeed = 7.0f; [SerializeField] private float jumpSpeed = 20.0f; - [SerializeField] private bool doubleJump = false; + [SerializeField] private float dashSpeed = 20.0f; + [SerializeField] private float dashJumpSpeed = 25.0f; + [SerializeField] private float dashDuration = 0.25f; + [SerializeField] private float timeBetweenDash = 0.5f; + [SerializeField] private bool canDoubleJump = false; + [SerializeField] private bool canDash = false; private Vector2 moveInput; private Rigidbody2D myRigidbody2D; private Animator myAnimator; - private CapsuleCollider2D myBodyCollider; + //private CapsuleCollider2D myBodyCollider; private BoxCollider2D myFeetCollider; private int jumpCount = 1; bool isAlive = true; // Start is called before the first frame update - void Start() + private void Start() { myRigidbody2D = GetComponent<Rigidbody2D>(); myAnimator = GetComponent<Animator>(); - myBodyCollider = GetComponent<CapsuleCollider2D>(); + //myBodyCollider = GetComponent<CapsuleCollider2D>(); myFeetCollider = GetComponent<BoxCollider2D>(); } // Update is called once per frame - void Update() + private void Update() { if (!isAlive) { return; } Run(); @@ -36,17 +41,17 @@ namespace Akai.Controller.Player // Die(); } - void OnMove(InputValue value) + private void OnMove(InputValue value) { if (!isAlive) { return; } moveInput = value.Get<Vector2>(); Debug.Log(moveInput); } - void OnJump(InputValue value) + private void OnJump(InputValue value) { if (!isAlive) { return; } - if (!doDoubleJump()) { return; } + if (!DoDoubleJump()) { return; } if (value.isPressed) { @@ -55,9 +60,22 @@ namespace Akai.Controller.Player Debug.Log(moveInput); } - private bool doDoubleJump() + private void OnDash(InputValue value) { - if (!doubleJump) + if (!isAlive) { return; } + if (!canDash) { return; } + + if (value.isPressed) + { + StartCoroutine(Dash()); + } + + Debug.Log(moveInput); + } + + private bool DoDoubleJump() + { + if (!canDoubleJump) { if (!myFeetCollider.IsTouchingLayers(LayerMask.GetMask("Ground"))) { @@ -90,6 +108,21 @@ namespace Akai.Controller.Player myAnimator.SetBool("isRunning", playerHasHorizontalSpeed); } + private System.Collections.IEnumerator Dash() + { + canDash = false; + float normalRunSpeed = runSpeed; + float normalJumpSpeed = jumpSpeed; + runSpeed = dashSpeed; + jumpSpeed = dashJumpSpeed; + myAnimator.SetTrigger("Dash"); + yield return new WaitForSeconds(dashDuration); + runSpeed = normalRunSpeed; + jumpSpeed = normalJumpSpeed; + yield return new WaitForSeconds(timeBetweenDash); + canDash = true; + } + private void FlipSprite() { bool playerHasHorizontalSpeed = Mathf.Abs(myRigidbody2D.velocity.x) > Mathf.Epsilon; diff --git a/ProjectSettings/Physics2DSettings.asset b/ProjectSettings/Physics2DSettings.asset index c5f03d99f9663538c69ef00d5aa1ee762da3f80c..35bc4b6af22ff51e71d0104f36171213098fb5d9 100644 --- a/ProjectSettings/Physics2DSettings.asset +++ b/ProjectSettings/Physics2DSettings.asset @@ -45,4 +45,4 @@ Physics2DSettings: m_ReuseCollisionCallbacks: 1 m_AutoSyncTransforms: 0 m_GizmoOptions: 10 - m_LayerCollisionMatrix: ff7fffffff7fffffff7fffffffffffffffffffffff7fffffffffffffff7fffffffffffffff7fffffff7fffffffffffffffffffffffffffffffffffff58f9ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff + m_LayerCollisionMatrix: ff7cffffff7cffffff7cfffffffffffffffcffffff7cfffffffdffffff7cffff48fdffff087cffffff7fffffffffffffffffffffffffffffffffffff58f9ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff