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M-Gameton-06/Gameton-06/Assets/PixelFantasy/PixelMonsters/Common/Scripts/ExampleScripts/MonsterController2D.cs
Mingu Kim f51f67b9ae 몬스터 에셋 깨진파일들 변경
- 임포트 새롭게 하여 변경
2025-02-02 19:00:06 +09:00

130 lines
3.4 KiB
C#

using System.Linq;
using UnityEngine;
namespace Assets.PixelFantasy.PixelMonsters.Common.Scripts.ExampleScripts
{
[RequireComponent(typeof(Collider2D))]
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(MonsterAnimation))]
public class MonsterController2D : MonoBehaviour
{
public Vector2 Input;
public bool IsGrounded;
public float Acceleration = 40;
public float MaxSpeed = 8;
public float JumpForce = 1000;
public float Gravity = 70;
private Collider2D _collider;
private Rigidbody2D _rigidbody;
private MonsterAnimation _animation;
private bool _jump;
public void Start()
{
_collider = GetComponent<Collider2D>();
_rigidbody = GetComponent<Rigidbody2D>();
_animation = GetComponent<MonsterAnimation>();
}
public void FixedUpdate()
{
var state = _animation.GetState();
if (state == MonsterState.Die) return;
var velocity = _rigidbody.velocity;
if (Input.x == 0)
{
if (IsGrounded)
{
velocity.x = Mathf.MoveTowards(velocity.x, 0, Acceleration * 3 * Time.fixedDeltaTime);
}
}
else
{
var maxSpeed = MaxSpeed;
var acceleration = Acceleration;
if (_jump)
{
acceleration /= 2;
}
velocity.x = Mathf.MoveTowards(velocity.x, Input.x * maxSpeed, acceleration * Time.fixedDeltaTime);
Turn(velocity.x);
}
if (IsGrounded)
{
if (!_jump)
{
if (Input.x == 0)
{
_animation.Ready();
}
else
{
_animation.Run();
}
}
if (Input.y > 0 && !_jump)
{
_jump = true;
_rigidbody.AddForce(Vector2.up * JumpForce);
_animation.Jump();
}
}
else
{
velocity.y -= Gravity * Time.fixedDeltaTime;
if (velocity.y < 0)
{
_jump = true;
_animation.Fall();
}
}
_rigidbody.velocity = velocity;
}
private void Turn(float direction)
{
var scale = transform.localScale;
scale.x = Mathf.Sign(direction) * Mathf.Abs(scale.x);
transform.localScale = scale;
}
private Collider2D _ground;
public void OnCollisionEnter2D(Collision2D collision)
{
if (collision.contacts.All(i => i.point.y <= _collider.bounds.min.y + 0.1f))
{
IsGrounded = true;
_ground = collision.collider;
if (_jump)
{
_jump = false;
_animation.Land();
}
}
}
public void OnCollisionExit2D(Collision2D collision)
{
if (IsGrounded && collision.collider == _ground)
{
IsGrounded = false;
}
}
}
}