ARTracking/Assets/Feel/FeelDemos/GettingStartedTutorial/Scripts/GettingStartedTutorialHeroR...

92 lines
2.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MoreMountains.Feedbacks;
using UnityEngine.Events;
using MoreMountains.Feel;
namespace MoreMountains.Feel
{
/// <summary>
/// A very simple class used to make a character jump, designed to be used in Feel's Getting Started tutorial
/// Yes the name is different from the one in the tutorial, it's to avoid conflicts if you were to name it exactly the same.
/// </summary>
[AddComponentMenu("")]
public class GettingStartedTutorialHeroReference : MonoBehaviour
{
[Header("Hero Settings")]
/// a key the Player has to press to make our Hero jump
public KeyCode ActionKey = KeyCode.Space;
/// the force to apply vertically to the Hero's rigidbody to make it jump up
public float JumpForce = 8f;
[Header("Feedbacks")]
/// a MMFeedbacks to play when the Hero starts jumping
public MMFeedbacks JumpFeedback;
/// a MMFeedbacks to play when the Hero lands after a jump
public MMFeedbacks LandingFeedback;
[Header("Events")]
/// a UnityEvent to fire when jumping
public UnityEvent OnJump;
/// a UnityEvent to fire when landing
public UnityEvent OnLand;
private const float _lowVelocity = 0.1f;
private Rigidbody _rigidbody;
private float _velocityLastFrame;
private bool _jumping = false;
/// <summary>
/// On Awake we store our Rigidbody and force gravity to -30 on the y axis so that jumps feel better
/// </summary>
private void Awake()
{
_rigidbody = this.gameObject.GetComponent<Rigidbody>();
Physics.gravity = Vector3.down * 30;
}
/// <summary>
/// Every frame
/// </summary>
private void Update()
{
// we check if the Player has pressed our action key, and trigger a jump if that's the case
if (FeelDemosInputHelper.CheckMainActionInputPressedThisFrame() && !_jumping)
{
Jump();
}
// if we're jumping, were going down last frame, and have now reached an almost null velocity
if (_jumping && (_velocityLastFrame < 0) && (Mathf.Abs(_rigidbody.linearVelocity.y) < _lowVelocity))
{
// then we just landed, we reset our state
_jumping = false;
LandingFeedback?.PlayFeedbacks();
if (OnLand != null)
{
OnLand.Invoke();
}
}
// we store our velocity
_velocityLastFrame = _rigidbody.linearVelocity.y;
}
/// <summary>
/// Makes our hero jump in the air
/// </summary>
private void Jump()
{
_rigidbody.AddForce(Vector3.up * JumpForce, ForceMode.Impulse);
_jumping = true;
JumpFeedback?.PlayFeedbacks();
if (OnJump != null)
{
OnJump.Invoke();
}
}
}
}