Movement & Attaching etc.

also cleanup
This commit is contained in:
OMGeeky
2022-05-22 01:56:22 +02:00
parent 308f1d91f3
commit 6ffa65dcb1
13 changed files with 4085 additions and 360 deletions

View File

@@ -11,19 +11,37 @@ using UnityEngine;
public class Character : MonoBehaviour
{
public bool isActivePlayer;
public Character root;
private InputToMovement inputToMovement;
private CharacterController2D characterController2D;
[SerializeField]
private float dissolveSpeed = 0.05f;
[SerializeField]
private Transform spawnPosition;
public Character root;
#region Components
private new Collider2D collider;
#endregion
#region Inspector
[SerializeField] private float dissolveSpeed = 0.05f;
[SerializeField] private Transform spawnPosition;
[SerializeField] private Transform parentForNew;
[SerializeField] private LayerMask findLayerMask;
[SerializeField] private float eatRange = 2.5f;
[SerializeField] private float attachRange = .5f;
#endregion
#region Events
public event Action<Character> Killed;
public event Action<Character> Spawned;
#endregion
public List<Character> spawnedObjects = new();
private static readonly int DissolveAmount = Shader.PropertyToID( "_DissolveAmount" );
private IEnumerator Start()
{
yield return new WaitForSeconds( 0.5f );
@@ -40,21 +58,32 @@ public class Character : MonoBehaviour
private void OnEnable()
{
inputToMovement = GetComponent<InputToMovement>();
characterController2D = GetComponent<CharacterController2D>();
GetComponent<InputToMovement>();
GetComponent<CharacterController2D>();
collider = GetComponent<Collider2D>();
if ( root != null )
{
Spawned -= OnSpawned;
Spawned += OnSpawned;
}
}
public void Init( Character prefab )
private void OnSpawned( Character c ) { root.CallSpawned( c ); }
private void CallSpawned( Character character ) { Spawned?.Invoke( character ); }
private void Init( Character prefab )
{
// inputToMovement.enabled = true;
// characterController2D.enabled = true;
this.root = prefab;
root = prefab;
isActivePlayer = true;
Killed += character => root.spawnedObjects.Remove( character );
}
public void KillSelf()
{
if ( math.distance( transform.position , Vector3.zero ) < 2 )
if ( math.distance( transform.position , spawnPosition.position ) < 2 )
{
Debug.Log( "Cant restart here, too near to spawn" );
return;
@@ -71,33 +100,65 @@ public class Character : MonoBehaviour
private void SpawnNew()
{
var newPlayer = Instantiate( root , spawnPosition.position , Quaternion.identity, parentForNew );
var newPlayer = Instantiate( root , spawnPosition.position , Quaternion.identity , parentForNew );
newPlayer.Init( root );
root.spawnedObjects.Add( newPlayer );
Spawned?.Invoke( newPlayer );
}
public void Dissolve()
public void Eat()
{
var target = FindNearestSpawned();
var target = FindNearestSpawned( eatRange );
if ( target == null )
return;
var size = target.transform.transform.localScale;
size.z = 0;
transform.localScale += size;
target.DissolveSelf();
}
public void DissolveSelf() { StartCoroutine( DissolveRoutine() ); }
private Character FindNearestSpawned()
private Character FindNearestSpawned( float range )
{
Character closest = null;
float closestDistance = float.MaxValue;
var t = transform;
var localScale = t.localScale;
Collider2D[] colliders = new Collider2D[50];
Physics2D.OverlapBoxNonAlloc( point: t.position
, size: new Vector2( localScale.x + range , localScale.y + range )
, angle: t.rotation.eulerAngles.z
, results: colliders
, layerMask: findLayerMask );
foreach ( Collider2D coll in colliders )
{
if ( !coll.TryGetComponent( out Character character ) )
continue;
if ( character == this )
continue;
var distance = Physics2D.Distance( collider , coll ).distance;
if ( distance >= closestDistance )
continue;
closest = character;
closestDistance = distance;
}
/*
foreach ( Character spawnedObject in root.spawnedObjects )
{
if ( spawnedObject == this )
continue;
var distance = math.distance( spawnedObject.transform.position , transform.position );
if ( distance > 2.5f )
if ( distance > range )
continue;
if ( closest != null
@@ -107,6 +168,7 @@ public class Character : MonoBehaviour
closest = spawnedObject;
closestDistance = distance;
}
*/
return closest;
}
@@ -118,11 +180,33 @@ public class Character : MonoBehaviour
while ( value < 1 )
{
value += dissolveSpeed;
mat.SetFloat( "_DissolveAmount" , value );
mat.SetFloat( DissolveAmount , value );
yield return null;
}
root.spawnedObjects.Remove( this );
Killed?.Invoke( this );
Destroy( gameObject );
}
public void Attach()
{
var target = FindNearestSpawned( attachRange );
if ( target == null )
return;
target.transform.parent = transform;
RemovePlayerComponentsFromTarget( target );
}
private static void RemovePlayerComponentsFromTarget( Character target )
{
var targetRb = target.GetComponent<Rigidbody2D>();
var targetCol = target.GetComponent<CompositeCollider2D>();
var targetController = target.GetComponent<CharacterController2D>();
var targetInput = target.GetComponent<InputToMovement>();
Destroy( targetInput );
Destroy( targetController );
Destroy( targetCol );
Destroy( targetRb );
}
}