Files
MobileShooter/Assets/Darkmatter/Code/Presentation/Player/PlayerMotor.cs
2025-12-29 16:41:50 -08:00

189 lines
6.1 KiB
C#

using Darkmatter.Core;
using Darkmatter.Domain;
using System;
using System.Collections;
using UnityEngine;
using UnityEngine.Animations.Rigging;
using VContainer;
namespace Darkmatter.Presentation
{
public class PlayerMotor : MonoBehaviour, IPlayerPawn
{
public TwoBoneIKConstraint IKConstraint;
[Header("LookSetting")]
public Camera mainCamera { get; private set; }
public Transform cinemachineFollowTarget;
[Header("MoveSetting")]
public CharacterController characterController;
[Header("GravitySetting")]
private float verticalVelocity;
public bool isGrounded => IsOnGround();
[Header("GroundCheckSensorSetting")]
public float groundOffset;
public float groundCheckRadius;
public LayerMask groundLayer;
[Header("TurnSetting")]
public float turnSpeed = 5f;
public float smoothing = 10f;
[Header("AnimationSetting")]
public Animator animator;
[Header("AimSetting")]
public Transform aim;
Vector3 mouseWorldPos = Vector3.zero;
public Transform muzzlePos;
public float fireRate = 0.1f;
float nextFiretime=0;
public ParticleSystem muzzleFlashParticle;
public ParticleSystem bulletHitParticle;
public GameObject BulletHole;
[Inject] private IInputReader inputReader;
[Inject] private PlayerConfigSO playerConfig;
private void Start()
{
Cursor.lockState = CursorLockMode.Locked;
if(animator==null) animator = GetComponent<Animator>();
mainCamera = Camera.main;
}
private void Update()
{
//HandleAim();
HandleShooting();
}
private void LateUpdate()
{
}
public int bulletAmount = 40;
private void HandleShooting()
{
//float shootingWeight = animator.GetLayerWeight(1);
//float targetWeight = inputReader.isShooting ? 1 : 0;
//float setshootingWeight = Mathf.Lerp(shootingWeight, targetWeight, Time.deltaTime * 5);
//animator.SetLayerWeight(1, setshootingWeight);
//animator.SetBool("IsShooting", inputReader.isShooting);
if (!inputReader.isShooting) return;
if(Time.time>=nextFiretime && bulletAmount > 0)
{
bulletAmount--;
nextFiretime = Time.time + fireRate;
Vector2 screenPoint = new Vector2(Screen.width / 2, Screen.height / 2);
Ray ray = mainCamera.ScreenPointToRay(screenPoint);
RaycastHit hit;
Physics.Raycast(ray, out hit, 100f);
if(hit.collider.GetComponent<IDamageable>() != null)
{
hit.collider.GetComponent<IDamageable>().TakeDamage(10f);
}
Vector3 spawnPos = hit.point + hit.normal * 0.01f;
GameObject bulletHit = Instantiate(BulletHole, spawnPos, Quaternion.LookRotation(hit.normal));
bulletHitParticle.transform.position = spawnPos;
bulletHitParticle.transform.rotation = Quaternion.LookRotation(hit.normal);
bulletHitParticle.Play(true);
Destroy(bulletHit,5f);
muzzleFlashParticle.Play(true);
if(bulletAmount==0)
{
StartCoroutine(Reload());
}
}
}
IEnumerator Reload()
{
IKConstraint.weight = 0f;
animator.SetLayerWeight(1, 1);
animator.SetTrigger("Reload");
yield return new WaitForSeconds(3f);
bulletAmount =40;
animator.SetLayerWeight(1, 0);
IKConstraint.weight = 1;
}
private void HandleAim()
{
Vector2 screenPoint = new Vector2(Screen.width/2, Screen.height/2);
Ray ray = mainCamera.ScreenPointToRay(screenPoint);
if(Physics.Raycast(ray,out RaycastHit hitPoint, 100f,groundLayer))
{
mouseWorldPos= hitPoint.point;
aim.position = mouseWorldPos;
//aim.position = Vector3.Lerp(aim.position, hitPoint.point, Time.deltaTime * smoothing);
}
Vector3 aimDir = (mouseWorldPos - transform.position).normalized;
aimDir.y = 0; //
Quaternion targetRot = Quaternion.LookRotation(aimDir);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRot, Time.deltaTime * turnSpeed);
}
//state based functions
public void Move(Vector3 motion)
{
ApplyGravity(); //apply gravity before moving
Vector3 finalMove = motion;
finalMove.y = verticalVelocity;
characterController.Move(finalMove * Time.deltaTime);
}
public void SetCameraRotation(float pitch, float yaw)
{
cinemachineFollowTarget.rotation = Quaternion.Euler(pitch, yaw, 0);
HandleAim();
//transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0,yaw,0), Time.deltaTime*turnSpeed);
}
public void Jump(float jumpForce)
{
verticalVelocity = jumpForce;
}
public bool IsOnGround()
{
Vector3 groundPos = transform.position + Vector3.down * groundOffset;
return Physics.CheckSphere(
groundPos,
groundCheckRadius,
groundLayer,
QueryTriggerInteraction.Ignore
);
}
public void ApplyGravity()
{
if (isGrounded && verticalVelocity < 0f)
{
verticalVelocity = -2f; // snap to ground
}
verticalVelocity += playerConfig.gravity * Time.deltaTime;
}
void OnDrawGizmosSelected()
{
Gizmos.color = Color.green;
Vector3 groundPos = transform.position + Vector3.down * groundOffset;
Gizmos.DrawWireSphere(groundPos, groundCheckRadius);
}
}
}