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path: root/Assets/Scripts/Actors/Actor.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using MontanaJohns.Core;
using MontanaJohns.Items;
using UnityEngine;

namespace MontanaJohns.Actors
{
    [RequireComponent(typeof(Rigidbody2D))]
    public abstract class Actor : MonoBehaviour
    {
        [SerializeField] protected float gravityScale = 1.5f;
        [SerializeField] protected Stats baseStats = Stats.DefaultBaseStats();
        [SerializeField] protected Transform groundCheckPoint;

        protected Rigidbody2D _rigidBody;
        protected SpriteRenderer _renderer;
        protected Animator _animator;
        protected Transform _transform;

        protected Stats stats;
        protected Active activeItem;
        protected bool isGrappling;
        protected Vector2? grapplePoint = null;
        protected LayerMask groundLayers;
        protected Collection<Item> items;
        protected int jumpCount;
        protected Vector2 acceleration;
        
        public int health;

        protected virtual void Awake()
        {
            _rigidBody = GetComponent<Rigidbody2D>();
            _transform = GetComponent<Transform>();
            _renderer = GetComponent<SpriteRenderer>();
            _animator = GetComponent<Animator>();
            groundLayers = LayerMask.GetMask("Grapple", "Ground");
        }

        protected virtual void Start()
        {
            _rigidBody.freezeRotation = true;
            _rigidBody.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
            _rigidBody.gravityScale = gravityScale;

            items = new();
            stats = baseStats;
            health = stats.maxHealth;
            jumpCount = stats.maxJumps;
        }

        protected virtual void FixedUpdate()
        {
            if (!_animator.GetBool("airborn") && !Physics2D.OverlapCircle(groundCheckPoint.position, 0.2f, groundLayers))
            {
                _animator.SetTrigger("fall");
                StartCoroutine(Falling());
            }
        }

        public virtual void Move(float input)
        {
            var target = new Vector2(input * stats.speedMultiplier * 10, _rigidBody.velocity.y);
            _rigidBody.velocity = Vector2.SmoothDamp(_rigidBody.velocity, target, ref acceleration, .05f);
            _animator.SetBool("moving", Mathf.Abs(_rigidBody.velocity.x) > 1);

            if (_rigidBody.velocity.x < -0.001)
                _renderer.flipX = true;
            else if (_rigidBody.velocity.x > 0.001)
                _renderer.flipX = false;
        }
        public virtual void MoveY(float input)
        {
            var target = new Vector2(_rigidBody.velocity.x, input * stats.speedMultiplier * 10);
            _rigidBody.velocity = Vector2.SmoothDamp(_rigidBody.velocity, target, ref acceleration, .05f);
        }

        public virtual void Jump()
        {
            if(Physics2D.OverlapCircle(groundCheckPoint.position, 0.2f, groundLayers))
            {
                jumpCount = stats.maxJumps;
            }
            if (jumpCount > 0)
            {
                jumpCount--;
                _rigidBody.AddForce(Vector2.up * stats.jumpForce);
                _animator.SetTrigger("jump");
                _animator.SetBool("airborn", true);
                StartCoroutine(Falling());
            }
        }

        public virtual void Use()
        {
            Vector2? grapplePoint;
            if (activeItem != null)
            {
                grapplePoint = activeItem.Use();
                if (grapplePoint != null)
                    isGrappling = true;
                else
                    isGrappling = false;
            }
            else
                grapplePoint = null;
            this.grapplePoint = grapplePoint;
        }

        public virtual void AddItem(Item item)
        {
            items.Add(item);
            stats = baseStats + items.Select(i => i.stats).Sum();
        }

        public virtual void TakeDamage(int damage)
        {
            health -= damage;
        }

        public virtual void Grapple(float xInput, float yInput, Vector2 grapplePoint)
        {
            Move(xInput);
            MoveY(yInput);
        }

        IEnumerator Falling()
        {
            _animator.SetBool("airborn", true);

            while (!Physics2D.OverlapCircle(groundCheckPoint.position, 0.2f, groundLayers))
            {
                yield return new WaitForEndOfFrame();
            }

            _animator.SetBool("airborn", false);

            yield break;
        }
    }
}