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using System;
using UnityEngine;
public class PlayerJump : MonoBehaviour
{
private CharacterData data;
public float upForce;
private CharacterStatModifiers stats;
public ParticleSystem[] jumpPart;
public float sideForce = 1f;
public Action JumpAction;
private void Start()
{
stats = GetComponent<CharacterStatModifiers>();
data = GetComponent<CharacterData>();
}
private void Update()
{
if (data.input.jumpWasPressed)
{
Jump();
}
if (data.input.jumpIsPressed && data.sinceJump < 0.2f)
{
data.playerVel.AddForce(Vector2.up * TimeHandler.deltaTime * 2f * data.stats.jump * data.playerVel.mass * (1f - stats.GetSlow()) * upForce, ForceMode2D.Force);
}
}
public void Jump(bool forceJump = false, float multiplier = 1f)
{
if (!forceJump && (data.sinceJump < 0.1f || (data.currentJumps <= 0 && data.sinceWallGrab > 0.1f)))
{
return;
}
Vector3 vector = Vector3.up;
Vector3 vector2 = data.groundPos;
if (JumpAction != null)
{
JumpAction();
}
bool flag = false;
if (data.sinceWallGrab < 0.1f && !data.isGrounded)
{
vector = Vector2.up * 0.8f + data.wallNormal * 0.4f;
vector2 = data.wallPos;
data.currentJumps = data.jumps;
flag = true;
}
else
{
if (data.sinceGrounded > 0.05f)
{
vector2 = base.transform.position;
}
data.currentJumps = data.jumps;
}
if (data.playerVel.velocity.y < 0f)
{
data.playerVel.velocity = new Vector2(data.playerVel.velocity.x, 0f);
}
data.sinceGrounded = 0f;
data.sinceJump = 0f;
data.isGrounded = false;
data.isWallGrab = false;
data.currentJumps--;
data.playerVel.AddForce(vector * multiplier * 0.01f * data.stats.jump * data.playerVel.mass * (1f - stats.GetSlow()) * upForce, ForceMode2D.Impulse);
if (!flag)
{
data.playerVel.AddForce(Vector2.right * multiplier * sideForce * 0.01f * data.stats.jump * data.playerVel.mass * (1f - stats.GetSlow()) * data.playerVel.velocity.x, ForceMode2D.Impulse);
}
for (int i = 0; i < jumpPart.Length; i++)
{
jumpPart[i].transform.position = new Vector3(vector2.x, vector2.y, 5f) - vector * 0f;
jumpPart[i].transform.rotation = Quaternion.LookRotation(data.playerVel.velocity);
jumpPart[i].Play();
}
}
}
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