Files
MobileShooter/Assets/Darkmatter/Code/Presentation/Player/PlayerMotor.cs
2025-12-31 22:09:12 +05:45

88 lines
2.5 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
{
[Header("LookSetting")]
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;
[Inject] private PlayerConfigSO playerConfig;
private void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
//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);
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0,yaw,0), Time.deltaTime*turnSpeed); //rotate player towards the camera forward axis
}
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);
}
}
}