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PlayerController.cs
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452 lines (375 loc) · 10.8 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PlayerController : MonoBehaviour
{
private Rigidbody2D rb;
private Collider2D coll;
private Animator anim;
public GameObject sword;
public GameObject below_sword;
public GameObject up_sword;
private GameObject currentSword;
public GameObject hit;
//蓄力时间
private float attackTime;
private float hp;
private float mp;
[Header("生命")]
[SerializeField]
private float maxHp;
[Header("能量")]
[SerializeField]
private float maxMp;
private float horizontalMove;
[Header("速度")]
[SerializeField]
private float speed;
[Header("跳跃力")]
[SerializeField]
private float jumpForce;
[Header("地面检测")]
[SerializeField]
private Transform groundCheck;
[Header("图层检测")]
[SerializeField]
private LayerMask ground;
[Header("墙面检测")]
[SerializeField]
private Transform wallCheck;
[Header("蹬墙跳能力")]
[SerializeField]
private bool climbAble;
[Header("冲刺能力")]
[SerializeField]
private bool rushAble;
[Header("二段跳能力")]
[SerializeField]
public bool doubleJumpAble;
[Header("蹬墙回跳速度")]
[SerializeField] private float speedX;
private float currentSpeedX;
//isJump区别攀爬和第二段跳跃
private bool isGround, isJump, isDashing, isClimbing;
bool jumpPressed;
private int jumpCount;
[Header("Better Jump重力系数")]
[SerializeField]
private float jumpPa;
[SerializeField]
[Header("盒子size")]
private Vector2 boxSize;
[Header("Dash参数")]
public float dashTime;
private float lastDash = -10f;
public float dashInterval;
private float dashTimeLeft;
public float dashSpeed;
private float tsped;
[Header("CD的UI软件")]
public Image cdImage;
[Header("Hurt无敌")]
public float hurtLength; //MARK 自定义计数器长度
private float hurtCount;//MARK 计数器 每帧减少
[HideInInspector] public bool isAttacked;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody2D>();
coll = GetComponent<Collider2D>();
anim = GetComponent<Animator>();
attackTime = 0;
/* sword = transform.Find("wavePosition/sword").gameObject;
below_sword = transform.Find("wavePosition/below_sword").gameObject;
up_sword= transform.Find("wavePosition/up_sword").gameObject;
hit = transform.Find("wavePosition/attack").gameObject;*/
hp = maxHp;
mp = maxMp;
currentSpeedX = 0;
hurtCount = hurtLength;
isAttacked = false;
Debug.Log(rb);
}
// Update is called once per frame
void Update()
{
//受击无敌
if (isAttacked)
{
hurtCount -= Time.deltaTime;
if (hurtCount <= 0)
{
isAttacked = false;
}
}
if (Input.GetKeyDown(KeyCode.A))
{
wave();
}
if (Input.GetKeyDown(KeyCode.C) && jumpCount > 0)
{
jumpPressed = true;
}
if (Input.GetKeyDown(KeyCode.X))
{
if (Time.time >= (dashInterval + lastDash))
ReadyToDash();
}
if (Input.GetKeyDown(KeyCode.Z))
{
if (Input.GetKey(KeyCode.DownArrow)&&!isGround)
{
currentSword = below_sword;
// Debug.Log("down");
}
else if(Input.GetKey(KeyCode.UpArrow))
{
currentSword = up_sword;
}
else
{
currentSword = sword;
}
Attack();
}
if (Input.GetKey(KeyCode.Z))
{
attackTime += Time.deltaTime;
}
else
{
if (attackTime > 1)
{
hit.SetActive(true);
}
attackTime = 0;
}
cdImage.fillAmount -= 1.0f / dashInterval * Time.deltaTime;
}
private void FixedUpdate()
{
//Debug.Log(rb);
tsped = rb.velocity.y;
isGround = Physics2D.OverlapBox(groundCheck.position, boxSize, 0, ground);
isClimbing = Physics2D.OverlapCircle(wallCheck.position, .1f, ground);
Debug.Log(isClimbing);
if (isGround)
{
rb.drag = 0;
}
Dash();
if (isDashing)
return;
GroundMovement();
if (isClimbing)
{
if (climbAble)
ClimbJump();
else BetterJump();
}
else
{
BetterJump();
}
jumpPressed = false;
if (rb.velocity.y <= -50)
{
rb.drag = -Physics2D.gravity.y / 8;
}
SwitchAnim();
}
private void OnDrawGizmos()
{
Gizmos.DrawWireCube(groundCheck.position, boxSize);
Gizmos.color = Color.black;
}
void GroundMovement()
{
horizontalMove = Input.GetAxisRaw("Horizontal");//只返回-1,0,1
if (hit != null && hit.activeSelf)
{
horizontalMove = 0;
}
rb.velocity = new Vector2(horizontalMove * speed + currentSpeedX, rb.velocity.y);
if (currentSword!=null&¤tSword.activeSelf)
{
/* if (transform.localScale.x != horizontalMove)
{
}*/
//horizontalMove = 0;
}
else
{
if (horizontalMove != 0)
{
if (horizontalMove > 0)
transform.localScale = new Vector3(Mathf.Abs(transform.localScale.x), transform.localScale.y, 1);
else
{
transform.localScale = new Vector3(-Mathf.Abs(transform.localScale.x), transform.localScale.y, 1);
}
}
}
if (currentSpeedX > 0)
{
currentSpeedX -= 0.5f;
}
else if (currentSpeedX < 0)
{
currentSpeedX += 0.5f;
}
else
{
}
}
void Attack()
{
currentSword.SetActive(true);
}
void ClimbJump()
{
jumpCount = 2;
isJump = false;
if (jumpPressed && isClimbing)
{
if (isGround)
{
rb.velocity = new Vector2(rb.velocity.x, jumpForce);
}
else
{
rb.velocity = new Vector2(speedX, jumpForce);
currentSpeedX = speedX * transform.localScale.x;
Debug.Log("current" + currentSpeedX);
}
}
jumpPressed = false;
if (rb.velocity.x > 0)
{
transform.localScale = new Vector3(Mathf.Abs(transform.localScale.x), transform.localScale.y, 1);
}
else if (rb.velocity.x < 0)
{
transform.localScale = new Vector3(-Mathf.Abs(transform.localScale.x), transform.localScale.y, 1);
}
if (rb.velocity.y >= -50 && rb.velocity.y < 0)
{
//Debug.Log(rb.velocity.y);
rb.velocity += Vector2.up * Physics2D.gravity.y * 2.5f * Time.deltaTime;
}
else if (rb.velocity.y > 0 && !Input.GetKey(KeyCode.C))
{
//Debug.Log(rb.velocity.y);
rb.velocity += Vector2.up * Physics2D.gravity.y * jumpPa * Time.deltaTime;
}
}
void BetterJump()//跳跃
{
if (isGround)
{
jumpCount = 2;//可跳跃数量
isJump = false;
}
if (jumpPressed && isGround)
{
isJump = true;
rb.velocity = new Vector2(rb.velocity.x, jumpForce);
jumpCount--;
jumpPressed = false;
}
else if (jumpPressed && jumpCount > 0 && isJump)
{
if (doubleJumpAble)
rb.velocity = new Vector2(rb.velocity.x, jumpForce);
jumpCount--;
jumpPressed = false;
}
if (rb.velocity.y >= -50 && rb.velocity.y < 0)
{
rb.velocity += Vector2.up * Physics2D.gravity.y * 2.5f * Time.deltaTime;
}
else if (rb.velocity.y > 0 && !Input.GetKey(KeyCode.C))
{
rb.velocity += Vector2.up * Physics2D.gravity.y * jumpPa * Time.deltaTime;
}
}
void SwitchAnim()//动画切换
{
/*anim.Play("Idle");
anim.SetFloat("running", Mathf.Abs(rb.velocity.x));
if (isGround&& Mathf.Abs(rb.velocity.x)!=0)
{
anim.Play("Run");
}
else if (!isGround && rb.velocity.y > 0)
{
anim.Play("Jump");
}
else if (!isGround && rb.velocity.y < 0)
{
anim.Play("Fall");
}*/
}
void ReadyToDash()
{
isDashing = true;
dashTimeLeft = dashTime;
lastDash = Time.time;
cdImage.fillAmount = 1.0f;
}
void Dash()
{
if (isDashing)
{
if (dashTimeLeft > 0)
{
if (rushAble)
{
if (transform.localScale.x > 0)
{
rb.velocity = new Vector2(dashSpeed, 0);
}
else
{
rb.velocity = new Vector2(-dashSpeed, 0);
}
}
dashTimeLeft -= Time.deltaTime;
if (rushAble)
ShadowPool.instance.GetFromPool();
}
else
{
isDashing = false;
}
}
}
void wave()
{
if (mp > 0)
{
mp -= 1;
Transform a = Instantiate(transform.Find("wavePosition/wave"));
a.gameObject.SetActive(true);
}
}
public void getAttacked(float damage)
{
if (!isAttacked&&!isDashing)
{
hp -= damage;
maxHp = hp;
if (hp <= 0)
{
//death
}
else
{
//hurt
}
hurtCount = hurtLength;
isAttacked = true;
}
}
}