summaryrefslogtreecommitdiff
path: root/ROUNDS/_Player/CharacterData.cs
blob: 394fe790d5555c7c57a5e82188163e934b80a6d2 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
using System;
using System.Collections.Generic;
using Photon.Pun;
using UnityEngine;
using UnityEngine.Serialization;

public class CharacterData : MonoBehaviour
{
	public Vector3 aimDirection;

	public List<CardInfo> currentCards;

	public PlayerActions playerActions;

	public ParticleSystem[] landParts;

	public int jumps = 1;

	public int currentJumps = 1;

	public bool isPlaying;

	public bool dead;

	public bool isStunned;

	public bool isSilenced;

	public float stunTime;

	public float silenceTime;

	public float health = 100f;

	public float maxHealth = 100f;

	public AnimationCurve slamCurve;

	public Vector3 wallPos;

	public Vector2 wallNormal;

	public Transform hand;

	public float sinceWallGrab = float.PositiveInfinity;

	public bool isWallGrab;

	public float wallDistance = 1f;

	private bool wasWallGrabLastFrame;

    #region Ground

    public Vector3 groundPos;

    public float sinceGrounded;

    public float sinceGroundedMultiplierWhenWallGrab = 0.2f;

    // 经过测试,isGrounded可以指示是否着地
    [FormerlySerializedAs("isGrounded")]
	private bool m_IsGrounded = true;
	private bool m_preGrounded = true;

    public bool isGrounded
    {
        get { return m_IsGrounded; }
        set
        {
            m_IsGrounded = value;
            if (m_preGrounded != value)
            {
                //this.gameObject.name = "Player_" + value;
            }
            m_preGrounded = value;
        }
    }

    private bool wasGroundedLastFrame = true;

    #endregion 

    public Player player;

	public float sinceJump = 1f;

	public PlayerVelocity playerVel;

	public HealthHandler healthHandler;

	public GeneralInput input;

	public PlayerMovement movement;

	public PlayerJump jump;

	public Block block;

	public CharacterStatModifiers stats;

	public WeaponHandler weaponHandler;

	public StunHandler stunHandler;

	public SilenceHandler silenceHandler;

	public Player lastSourceOfDamage;

	public Player master;

	public Player lastDamagedPlayer;

	public Collider2D mainCol;

	public PlayerSounds playerSounds;

	private Transform wobblePos;

	private LayerMask groundMask;

	public PhotonView view;

	private CrownPos crownPos;

	public Rigidbody2D standOnRig;

	public Action<float, Vector3, Vector3, Transform> TouchGroundAction;

	public Action<float, Vector3, Vector3> TouchWallAction;

	public float HealthPercentage
	{
		get
		{
			return health / maxHealth;
		}
		internal set
		{
		}
	}

	private void Awake()
	{
		crownPos = GetComponentInChildren<CrownPos>();
		view = GetComponent<PhotonView>();
		mainCol = GetComponent<Collider2D>();
		wobblePos = GetComponentInChildren<PlayerWobblePosition>().transform;
		stats = GetComponent<CharacterStatModifiers>();
		player = GetComponent<Player>();
		weaponHandler = GetComponent<WeaponHandler>();
		block = GetComponent<Block>();
		input = GetComponent<GeneralInput>();
		movement = GetComponent<PlayerMovement>();
		jump = GetComponent<PlayerJump>();
		stunHandler = GetComponent<StunHandler>();
		silenceHandler = GetComponent<SilenceHandler>();
		hand = GetComponentInChildren<HandPos>().transform;
		playerVel = GetComponent<PlayerVelocity>();
		healthHandler = GetComponent<HealthHandler>();
		playerSounds = GetComponent<PlayerSounds>();
	}

	internal Vector3 GetCrownPos()
	{
		if ((bool)crownPos)
		{
			return crownPos.transform.position + Vector3.up * crownPos.GetOffset();
		}
		Debug.LogError("NO CROWN POS!?");
		return Vector3.up * 1000f;
	}

	private void Start()
	{
		groundMask = LayerMask.GetMask("Default");
		if (!view.IsMine)
		{
			PlayerManager.RegisterPlayer(player);
		}
	}

	private void Update()
	{
		if (!playerVel.simulated)
		{
			sinceGrounded = 0f;
		}
		sinceJump += TimeHandler.deltaTime;
		Wall();
	}

	private void FixedUpdate()
	{
		Ground();
	}

	private void Ground()
	{
		if (!isPlaying)
		{
			return;
		}
		if (!isGrounded)
		{
			sinceGrounded += TimeHandler.fixedDeltaTime * ((isWallGrab && wallDistance < 0.7f) ? sinceGroundedMultiplierWhenWallGrab : 1f);
			if (sinceGrounded < 0f)
			{
				sinceGrounded = Mathf.Lerp(sinceGrounded, 0f, TimeHandler.fixedDeltaTime * 15f);
			}
		}
		if (!wasGroundedLastFrame)
		{
			isGrounded = false;
		}
		wasGroundedLastFrame = false;
	}

	private void Wall()
	{
		if (!isWallGrab)
		{
			sinceWallGrab += TimeHandler.deltaTime;
		}
		if (!wasWallGrabLastFrame)
		{
			isWallGrab = false;
		}
		wasWallGrabLastFrame = false;
	}

	// 比较重要
	// 有且只有这个方法设置了 isGrounded = true
	public void TouchGround(Vector3 pos, Vector3 groundNormal, Rigidbody2D groundRig, Transform groundTransform = null)
	{
		this.gameObject.name = "Player_" + pos.ToString() + "_" + (groundTransform != null ? groundTransform.gameObject.name : "null");

		if (sinceJump > 0.2f)
		{
			currentJumps = jumps;
		}
		if (TouchGroundAction != null)
		{
			TouchGroundAction(sinceGrounded, pos, groundNormal, groundTransform);
		}
		if (groundRig == null)
		{
			standOnRig = null;
		}
		else if (!groundRig.GetComponent<NetworkPhysicsObject>())
		{
			standOnRig = groundRig;
		}
        if (playerVel.velocity.y < -20f && !isGrounded)
        {
            for (int i = 0; i < landParts.Length; i++)
            {
                landParts[i].transform.localScale = Vector3.one * Mathf.Clamp((0f - playerVel.velocity.y) / 40f, 0.5f, 1f) * 0.5f;
                landParts[i].transform.position = new Vector3(base.transform.position.x + playerVel.velocity.x * 0.03f, pos.y, 5f);
                landParts[i].transform.rotation = Quaternion.LookRotation(groundNormal);
                landParts[i].Play();
            }
            GamefeelManager.instance.AddGameFeel(Vector2.down * Mathf.Clamp((sinceGrounded - 0.5f) * 1f, 0f, 4f));
        }
        groundPos = pos;
		wasGroundedLastFrame = true;
		isGrounded = true;
		sinceGrounded = 0f;
	}

	public void TouchWall(Vector2 normal, Vector3 pos)
	{
		if (isGrounded)
		{
			return;
		}
		wallNormal = normal;
		wallPos = pos;
		groundPos = pos;
		wallDistance = Vector2.Distance(base.transform.position, pos);
		if (!(sinceJump < 0.15f))
		{
			currentJumps = jumps;
			if (TouchWallAction != null)
			{
				TouchWallAction(sinceWallGrab, pos, normal);
			}
			_ = sinceWallGrab;
			_ = 0.15f;
			sinceWallGrab = 0f;
			wasWallGrabLastFrame = true;
			isWallGrab = true;
		}
	}

	public bool ThereIsGroundBelow(Vector3 pos, float range = 5f)
	{
		RaycastHit2D raycastHit2D = Physics2D.Raycast(pos, Vector2.down, range, groundMask);
		if ((bool)raycastHit2D.transform && raycastHit2D.distance > 0.1f)
		{
			return true;
		}
		return false;
	}

	public void SetAI(Player aiMaster = null)
	{
		master = aiMaster;
		input.controlledElseWhere = true;
		GetComponent<PlayerAPI>().enabled = true;
	}

	public void SetWobbleObjectChild(Transform obj)
	{
		obj.transform.SetParent(wobblePos, worldPositionStays: true);
	}
}