ProjectDDD/Assets/_DDD/_Scripts/RestaurantCharacter/RestaurantPlayerMovement.cs

378 lines
12 KiB
C#

using System;
using System.Collections;
using UnityEngine;
using UnityEngine.InputSystem;
using Vector2 = UnityEngine.Vector2;
using Vector3 = UnityEngine.Vector3;
namespace DDD
{
public class RestaurantPlayerMovement : RestaurantCharacterMovement
{
#region Fields
private Rigidbody _rigidbody;
private BoxCollider _boxCollider;
private RestaurantPlayerDataSo _playerDataSo;
private Vector3 _inputDirection;
private Vector3 _currentDirection;
private Vector3 _currentVelocity;
private bool _isMoving;
private bool _isDashing;
private bool _isDashCooldown;
private bool _isInitialized;
public Action<bool> OnMoving;
public Action<float> OnDashing;
#if UNITY_EDITOR
private MovementDebugVisualizer _debugVisualizer;
#endif
#endregion
#region Unity Lifecycle
private void Awake()
{
InitializeComponents();
}
private async void Start()
{
await InitializePlayerData();
}
private void FixedUpdate()
{
if (!_isInitialized) return;
HandleMovement();
#if UNITY_EDITOR
HandleDebugVisualization();
#endif
}
private void OnDestroy()
{
UnsubscribeFromInputEvents();
}
#endregion
#region Initialization
private void InitializeComponents()
{
_rigidbody = GetComponent<Rigidbody>();
_boxCollider = GetComponent<BoxCollider>();
#if UNITY_EDITOR
_debugVisualizer = new MovementDebugVisualizer(transform);
#endif
}
private async System.Threading.Tasks.Task InitializePlayerData()
{
try
{
_playerDataSo =
await AssetManager.LoadAsset<RestaurantPlayerDataSo>(DataConstants.RestaurantPlayerDataSo);
SubscribeToInputEvents();
_isInitialized = true;
}
catch (Exception e)
{
Debug.LogError($"Player data load failed\n{e}");
}
}
private void SubscribeToInputEvents()
{
_playerDataSo.MoveActionReference.action.performed += OnMove;
_playerDataSo.MoveActionReference.action.canceled += OnMove;
_playerDataSo.DashActionReference.action.performed += OnDash;
}
private void UnsubscribeFromInputEvents()
{
if (!_playerDataSo) return;
_playerDataSo.MoveActionReference.action.performed -= OnMove;
_playerDataSo.MoveActionReference.action.canceled -= OnMove;
_playerDataSo.DashActionReference.action.performed -= OnDash;
}
#endregion
#region Movement
private void HandleMovement()
{
if (CanMove())
{
Move();
}
}
public override bool CanMove()
{
return base.CanMove() && _playerDataSo.IsMoveEnabled && !_isDashing;
}
private void Move()
{
SetCurrentDirection(_inputDirection);
UpdateMovementState();
UpdateVelocity();
ApplyVelocity();
}
private void UpdateMovementState()
{
_isMoving = _inputDirection != Vector3.zero;
OnMoving?.Invoke(_isMoving);
}
private void UpdateVelocity()
{
if (_isMoving)
{
Vector3 slideDirection = GetSlideAdjustedDirection(_inputDirection.normalized);
Vector3 targetVelocity = slideDirection * _playerDataSo.MoveSpeed;
_currentVelocity = Vector3.MoveTowards(_currentVelocity, targetVelocity,
_playerDataSo.Acceleration * Time.fixedDeltaTime);
}
else
{
_currentVelocity = Vector3.MoveTowards(_currentVelocity, Vector3.zero,
_playerDataSo.Deceleration * Time.fixedDeltaTime);
}
}
private void ApplyVelocity()
{
_rigidbody.linearVelocity = _currentVelocity;
}
#endregion
#region Dash
private void OnDash(InputAction.CallbackContext context)
{
if (CanDash())
{
StartCoroutine(DashCoroutine());
}
}
private bool CanDash() => _playerDataSo.IsDashEnabled && !_isDashing && !_isDashCooldown;
private IEnumerator DashCoroutine()
{
StartDash();
yield return new WaitForSeconds(_playerDataSo.DashTime);
EndDash();
yield return new WaitForSeconds(_playerDataSo.DashCooldown);
ResetDashCooldown();
}
private void StartDash()
{
_isDashing = true;
_isDashCooldown = true;
OnDashing?.Invoke(_playerDataSo.DashTime);
Vector3 slideDashDirection = GetSlideAdjustedDirection(_currentDirection.normalized);
_rigidbody.linearVelocity = slideDashDirection * _playerDataSo.DashSpeed;
}
private void EndDash()
{
_isDashing = false;
}
private void ResetDashCooldown()
{
_isDashCooldown = false;
}
#endregion
#region Public Methods
private void SetCurrentDirection(Vector3 normalDirection)
{
if (_inputDirection == Vector3.zero) return;
_currentDirection = normalDirection;
}
public Vector3 GetCurrentDirection() => _currentDirection;
#endregion
#region Input Handling
private void OnMove(InputAction.CallbackContext context)
{
Vector2 movementInput = context.ReadValue<Vector2>();
_inputDirection = new Vector3(movementInput.x, 0f, movementInput.y);
}
#endregion
#region Collision Handling
private Vector3 GetSlideAdjustedDirection(Vector3 inputDirection)
{
if (!TryGetCollisionInfo(inputDirection, out RaycastHit hit)) return inputDirection;
Vector3 slide = Vector3.ProjectOnPlane(inputDirection, hit.normal).normalized;
float slideFactor = CalculateSlideFactor(inputDirection, hit.normal);
return slideFactor < _playerDataSo.MinSlideFactorThreshold ? Vector3.zero : slide * slideFactor;
}
private bool TryGetCollisionInfo(Vector3 direction, out RaycastHit hit)
{
Vector3 origin = _boxCollider.bounds.center;
Vector3 halfExtents = _boxCollider.bounds.extents;
float distance = Mathf.Min(_boxCollider.bounds.size.x, _boxCollider.bounds.size.z);
int layerMask = ~_playerDataSo.IgnoreSlidingLayerMask;
return Physics.BoxCast(origin, halfExtents * _playerDataSo.BoxCastExtentScale,
direction, out hit, transform.rotation, distance, layerMask, QueryTriggerInteraction.Ignore);
}
private float CalculateSlideFactor(Vector3 direction, Vector3 normal)
{
float dot = Vector3.Dot(direction.normalized, normal);
return Mathf.Pow(1f - Mathf.Abs(dot), _playerDataSo.SlidingThreshold);
}
#endregion
#if UNITY_EDITOR
private void HandleDebugVisualization()
{
if (_playerDataSo.IsDrawLineDebug)
{
_debugVisualizer.UpdateVisualization(transform.position, _inputDirection,
_currentVelocity, _playerDataSo);
}
}
#endif
}
#if UNITY_EDITOR
public class MovementDebugVisualizer
{
private const string InputDebugLineRenderer = "DebugLine_Input";
private const string VelocityDebugLineRenderer = "DebugLine_Velocity";
private const string SpriteDefaultShader = "Sprites/Default";
private LineRenderer _inputLineRenderer;
private LineRenderer _velocityLineRenderer;
private readonly Transform _transform;
public MovementDebugVisualizer(Transform transform)
{
_transform = transform;
}
public void UpdateVisualization(Vector3 position, Vector3 inputDirection,
Vector3 currentVelocity, RestaurantPlayerDataSo playerDataSo)
{
UpdateInputLine(position, inputDirection, playerDataSo);
UpdateVelocityLine(position, currentVelocity, playerDataSo);
}
private void UpdateInputLine(Vector3 origin, Vector3 inputDirection, RestaurantPlayerDataSo playerDataSo)
{
if (inputDirection != Vector3.zero)
{
var target = origin + inputDirection.normalized * playerDataSo.InputLineLength;
if (_inputLineRenderer == null)
{
_inputLineRenderer = CreateDebugLineRenderer(
InputDebugLineRenderer,
playerDataSo.InputLineSortingOrder,
playerDataSo.InputLineWidth,
Color.blue);
}
UpdateLineRenderer(_inputLineRenderer, origin, target);
_inputLineRenderer.enabled = true;
}
else if (_inputLineRenderer != null)
{
_inputLineRenderer.enabled = false;
}
}
private void UpdateVelocityLine(Vector3 origin, Vector3 velocity, RestaurantPlayerDataSo playerDataSo)
{
float speed = velocity.magnitude;
if (speed > playerDataSo.VelocityMinThreshold)
{
Vector3 target = origin + velocity.normalized * (speed * playerDataSo.VelocityLineScale);
if (_velocityLineRenderer == null)
{
_velocityLineRenderer = CreateDebugLineRenderer(
VelocityDebugLineRenderer,
playerDataSo.VelocityLineSortingOrder,
playerDataSo.VelocityLineWidth,
Color.red);
}
UpdateLineRenderer(_velocityLineRenderer, origin, target);
_velocityLineRenderer.enabled = true;
}
else if (_velocityLineRenderer != null)
{
_velocityLineRenderer.enabled = false;
}
}
private LineRenderer CreateDebugLineRenderer(string name, int sortingIndex, float width, Color color)
{
Transform existing = _transform.Find(name);
if (existing != null)
{
var lr = existing.GetComponent<LineRenderer>();
if (lr != null)
{
lr.startColor = lr.endColor = color;
return lr;
}
}
var newGameObject = new GameObject(name);
newGameObject.transform.SetParent(_transform);
newGameObject.transform.localPosition = Vector3.zero;
var lineRenderer = newGameObject.AddComponent<LineRenderer>();
lineRenderer.positionCount = 2;
lineRenderer.material = new Material(Shader.Find(SpriteDefaultShader));
lineRenderer.sortingOrder = sortingIndex;
lineRenderer.startWidth = lineRenderer.endWidth = width;
lineRenderer.startColor = lineRenderer.endColor = color;
lineRenderer.useWorldSpace = true;
return lineRenderer;
}
private void UpdateLineRenderer(LineRenderer lr, Vector3 start, Vector3 end)
{
lr.SetPosition(0, start);
lr.SetPosition(1, end);
}
}
#endif
}