Files
WhiteMan_Unity2D/Assets/02_Scripts/Player/PlayerController.cs

435 lines
15 KiB
C#

using System.Collections.Generic;
using System.Threading;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
[Header("Movement")]
[SerializeField] private float _moveSpeed = 5f;
private float _moveInputX = 0f;
[Header("Jump")]
[SerializeField] private float _jumpForce = 8f;
[SerializeField] private Transform _groundCheck;
[SerializeField] private float _groundCheckRadius = 0.1f;
[SerializeField] private LayerMask _groundLayer;
private bool _isGrounded;
[Header("WallSlide")]
[SerializeField] private Transform _wallCheckLeft;
[SerializeField] private Transform _wallCheckRight;
[SerializeField] private float _wallCheckRadius = 0.1f;
[SerializeField] private float _wallSlideSpeed = 2f;
[SerializeField] private Vector2 _wallJumpForce = new Vector2(4f, 5f);
[SerializeField] private float _wallJumpInputLockDuration = 0.15f;
private bool _isTouchingLeftWall;
private bool _isTouchingRightWall;
private bool IsTouchingWall => _isTouchingLeftWall || _isTouchingRightWall;
private int _wallDirection;
private float _inputLockTimer;
[Header("Attack")]
[SerializeField] private ComboNode _punchRootNode;
[SerializeField] private ComboNode _kickRootNode;
[SerializeField] private LayerMask _enemyLayer;
[SerializeField] private string _idleAnimationState = "Idle";
[SerializeField] private float _bufferOpenTime = 0.1f;
[SerializeField] private float _bufferLifetime = 0.5f;
private ComboInputType? _pendingInput;
private float _pendingInputTime = -1f;
private float _attackCooldownTimer;
private ComboNode _currentNode;
private float _comboWindowTimer;
private CancellationTokenSource _attackCts;
private AttackData _lastAttackGizmoData;
private float _lastAttackGizmoTime = -1f;
[SerializeField] private float _hitGizmoFadeDuration = 0.5f;
private AttackData _lastHitData;
private Vector2 _lastHitCenter;
private float _lastHitTime = -1f;
[Header("Debug")]
[SerializeField] private bool _showAttackDebug = true;
private float _attackStartTime = -1f;
private bool _hitFired;
private Rigidbody2D _rb;
private Animator _anim;
private SpriteRenderer _spriteRenderer;
private void Awake()
{
_rb = GetComponent<Rigidbody2D>();
_anim = GetComponent<Animator>();
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
}
private void Start()
{
InputManager.Instance.OnMove_Event += OnMoveInput;
InputManager.Instance.OnJump_Event += OnJumpInput;
InputManager.Instance.OnPunch_Event += OnPunchInput;
InputManager.Instance.OnKick_Event += OnKickInput;
}
private void OnDestroy()
{
if (InputManager.Instance != null)
{
InputManager.Instance.OnMove_Event -= OnMoveInput;
InputManager.Instance.OnJump_Event -= OnJumpInput;
InputManager.Instance.OnPunch_Event -= OnPunchInput;
InputManager.Instance.OnKick_Event -= OnKickInput;
}
_attackCts?.Cancel();
_attackCts?.Dispose();
}
private void FixedUpdate()
{
_isGrounded = Physics2D.OverlapCircle(_groundCheck.position, _groundCheckRadius, _groundLayer);
_isTouchingLeftWall = Physics2D.OverlapCircle(_wallCheckLeft.position, _wallCheckRadius, _groundLayer);
_isTouchingRightWall = Physics2D.OverlapCircle(_wallCheckRight.position, _wallCheckRadius, _groundLayer);
_wallDirection = _isTouchingRightWall ? 1 : (_isTouchingLeftWall ? -1 : 0);
if (_attackCooldownTimer > 0f)
_attackCooldownTimer -= Time.fixedDeltaTime;
if (_attackCooldownTimer <= 0f && _pendingInput.HasValue)
{
ComboInputType buffered = _pendingInput.Value;
bool stillValid = Time.time - _pendingInputTime <= _bufferLifetime;
_pendingInput = null;
if (stillValid) ExecuteComboInput(buffered);
}
if (_comboWindowTimer > 0f)
{
_comboWindowTimer -= Time.fixedDeltaTime;
if (_comboWindowTimer <= 0f)
_currentNode = null;
}
if (_inputLockTimer > 0f)
_inputLockTimer -= Time.fixedDeltaTime;
else
_rb.linearVelocity = new Vector2(_moveInputX * _moveSpeed, _rb.linearVelocity.y);
if (IsTouchingWall && !_isGrounded && _rb.linearVelocity.y < -_wallSlideSpeed)
_rb.linearVelocity = new Vector2(_rb.linearVelocity.x, -_wallSlideSpeed);
}
private void OnMoveInput(Vector2 value)
{
_moveInputX = value.x == 0f ? 0f : Mathf.Sign(value.x);
if (_moveInputX != 0f && _spriteRenderer != null)
_spriteRenderer.flipX = _moveInputX < 0f;
}
private void OnJumpInput()
{
if (_isGrounded)
{
_rb.linearVelocity = new Vector2(_rb.linearVelocity.x, _jumpForce);
}
else if (IsTouchingWall)
{
_rb.linearVelocity = new Vector2(-_wallDirection * _wallJumpForce.x, _wallJumpForce.y);
_inputLockTimer = _wallJumpInputLockDuration;
}
}
private void OnPunchInput() => HandleComboInput(ComboInputType.Punch);
private void OnKickInput() => HandleComboInput(ComboInputType.Kick);
private void HandleComboInput(ComboInputType input)
{
if (_attackCooldownTimer > 0f)
{
float elapsed = Time.time - _attackStartTime;
if (_lastAttackGizmoData != null && elapsed >= _bufferOpenTime)
{
_pendingInput = input;
_pendingInputTime = Time.time;
}
return;
}
ExecuteComboInput(input);
}
private void ExecuteComboInput(ComboInputType input)
{
if (_comboWindowTimer > 0f && _currentNode != null)
{
foreach (var transition in _currentNode.Transitions)
{
if (transition.Trigger != input) continue;
if (transition.Next == null || transition.Next.Attack == null) continue;
ApplyForwardStep(transition.ForwardStep, transition.ForwardStepDuration);
PerformAttack(transition.Next.Attack);
_currentNode = transition.Next;
_comboWindowTimer = transition.Next.ComboWindow;
return;
}
}
ComboNode root = input switch
{
ComboInputType.Punch => _punchRootNode,
ComboInputType.Kick => _kickRootNode,
_ => null
};
if (root == null || root.Attack == null) return;
PerformAttack(root.Attack);
_currentNode = root;
_comboWindowTimer = root.ComboWindow;
}
private async void PerformAttack(AttackData data)
{
_attackCts?.Cancel();
_attackCts?.Dispose();
_attackCts = CancellationTokenSource.CreateLinkedTokenSource(destroyCancellationToken);
CancellationToken token = _attackCts.Token;
_attackCooldownTimer = data.Cooldown;
_lastAttackGizmoData = data;
_attackStartTime = Time.time;
_hitFired = false;
if (_anim != null && !string.IsNullOrEmpty(data.AnimationState))
_anim.Play(data.AnimationState);
try
{
await HitRoutine(data, token);
}
catch (System.OperationCanceledException) { }
}
private async Awaitable HitRoutine(AttackData data, CancellationToken token)
{
float attackStartTime = Time.time;
if (data.HitTiming > 0f)
await Awaitable.WaitForSecondsAsync(data.HitTiming, token);
_lastAttackGizmoTime = Time.time;
_lastHitData = data;
_hitFired = true;
if (data.HitDuration <= 0f)
{
ApplyDamageInArea(data, null);
}
else
{
var alreadyHit = new HashSet<IDamageable>();
float elapsed = 0f;
while (elapsed < data.HitDuration)
{
token.ThrowIfCancellationRequested();
ApplyDamageInArea(data, alreadyHit);
await Awaitable.NextFrameAsync(token);
elapsed += Time.deltaTime;
}
}
float remaining = data.MotionDuration - (Time.time - attackStartTime);
if (remaining > 0f)
await Awaitable.WaitForSecondsAsync(remaining, token);
if (_anim != null && !string.IsNullOrEmpty(_idleAnimationState))
_anim.Play(_idleAnimationState);
}
private void ApplyDamageInArea(AttackData data, HashSet<IDamageable> alreadyHit)
{
Vector2 center = GetAttackCenter(data.Offset);
_lastHitData = data;
_lastHitCenter = center;
_lastHitTime = Time.time;
Collider2D[] hits = Physics2D.OverlapCircleAll(center, data.Radius, _enemyLayer);
foreach (var hit in hits)
{
if (!hit.TryGetComponent<IDamageable>(out var target)) continue;
if (alreadyHit != null)
{
if (alreadyHit.Contains(target)) continue;
alreadyHit.Add(target);
}
target.TakeDamage(data.Damage);
}
}
private Vector2 GetAttackCenter(Vector2 offset)
{
float facing = _spriteRenderer != null && _spriteRenderer.flipX ? -1f : 1f;
offset.x *= facing;
return (Vector2)transform.position + offset;
}
private void ApplyForwardStep(float distance, float duration)
{
if (distance <= 0f) return;
float safeDuration = Mathf.Max(duration, 0.02f);
float facing = _spriteRenderer != null && _spriteRenderer.flipX ? -1f : 1f;
float vx = facing * (distance / safeDuration);
_rb.linearVelocity = new Vector2(vx, _rb.linearVelocity.y);
_inputLockTimer = safeDuration;
}
private void OnDrawGizmos()
{
if (_lastHitData == null || _lastHitTime < 0f) return;
float since = Time.time - _lastHitTime;
if (since < 0f || since > _hitGizmoFadeDuration) return;
float t = Mathf.Clamp01(since / _hitGizmoFadeDuration);
float alpha = Mathf.Lerp(0.85f, 0f, t);
float radius = _lastHitData.Radius;
Gizmos.color = new Color(1f, 0.2f, 0.2f, alpha * 0.35f);
Gizmos.DrawSphere(_lastHitCenter, radius);
Gizmos.color = new Color(1f, 0f, 0f, alpha);
Gizmos.DrawWireSphere(_lastHitCenter, radius);
}
private void OnDrawGizmosSelected()
{
if (_groundCheck != null)
{
Gizmos.color = _isGrounded ? Color.green : Color.red;
Gizmos.DrawWireSphere(_groundCheck.position, _groundCheckRadius);
}
if (_wallCheckLeft != null)
{
Gizmos.color = _isTouchingLeftWall ? Color.green : Color.red;
Gizmos.DrawWireSphere(_wallCheckLeft.position, _wallCheckRadius);
}
if (_wallCheckRight != null)
{
Gizmos.color = _isTouchingRightWall ? Color.green : Color.red;
Gizmos.DrawWireSphere(_wallCheckRight.position, _wallCheckRadius);
}
DrawLastAttackGizmo();
}
private void DrawLastAttackGizmo()
{
if (_lastAttackGizmoData == null) return;
if (!Application.isPlaying) return;
float elapsed = Time.time - _lastAttackGizmoTime;
if (elapsed < 0f) return;
AttackData data = _lastAttackGizmoData;
float activeDuration = Mathf.Max(data.HitDuration, 0.05f);
float fadeDuration = 0.4f;
float total = activeDuration + fadeDuration;
if (elapsed > total) return;
float alpha = elapsed < activeDuration
? 1f
: 1f - (elapsed - activeDuration) / fadeDuration;
alpha = Mathf.Clamp01(alpha);
Vector2 center = GetAttackCenter(data.Offset);
Gizmos.color = new Color(1f, 0.3f, 0.3f, alpha * 0.35f);
Gizmos.DrawSphere(center, data.Radius);
Gizmos.color = new Color(1f, 0f, 0f, alpha);
Gizmos.DrawWireSphere(center, data.Radius);
}
private void OnGUI()
{
if (!_showAttackDebug || _lastAttackGizmoData == null) return;
AttackData data = _lastAttackGizmoData;
float elapsed = Time.time - _attackStartTime;
string status = _hitFired
? (elapsed < data.HitTiming + Mathf.Max(data.HitDuration, 0.01f) ? "HIT" : "DONE")
: "WINDUP";
string cooldownText = _attackCooldownTimer > 0f
? $"{_attackCooldownTimer:F3}s left"
: "READY";
string bufferText = _pendingInput.HasValue
? $"<color=#ffcc00>BUFFERED: {_pendingInput.Value}</color>"
: (elapsed >= _bufferOpenTime && _attackCooldownTimer > 0f ? "ready to buffer" : "-");
string info =
$"<b>{(string.IsNullOrEmpty(data.AttackName) ? data.name : data.AttackName)}</b> [{status}]\n" +
$"Elapsed : {elapsed:F3} s\n" +
$"HitTiming : {data.HitTiming:F3} s\n" +
$"HitDuration : {data.HitDuration:F3} s\n" +
$"Cooldown : {data.Cooldown:F3} s ({cooldownText})\n" +
$"ComboWindow : {_comboWindowTimer:F3} s\n" +
$"Buffer : {bufferText}";
GUIStyle style = new GUIStyle(GUI.skin.box)
{
fontSize = 26,
alignment = TextAnchor.UpperLeft,
richText = true,
padding = new RectOffset(16, 16, 12, 12),
normal = { textColor = Color.white }
};
GUI.Box(new Rect(10, 10, 520, 282), info, style);
DrawTimelineBar(data, elapsed);
}
private void DrawTimelineBar(AttackData data, float elapsed)
{
float barX = 10f;
float barY = 302f;
float barW = 520f;
float barH = 36f;
float totalTime = Mathf.Max(
data.HitTiming + Mathf.Max(data.HitDuration, 0.05f),
data.Cooldown,
data.MotionDuration,
0.3f);
GUI.color = new Color(0f, 0f, 0f, 0.6f);
GUI.DrawTexture(new Rect(barX, barY, barW, barH), Texture2D.whiteTexture);
float hitX = barX + (data.HitTiming / totalTime) * barW;
float hitEndX = barX + ((data.HitTiming + data.HitDuration) / totalTime) * barW;
GUI.color = new Color(1f, 0.3f, 0.3f, 0.5f);
GUI.DrawTexture(new Rect(hitX, barY, Mathf.Max(hitEndX - hitX, 4f), barH), Texture2D.whiteTexture);
float bufferX = barX + Mathf.Clamp01(_bufferOpenTime / totalTime) * barW;
GUI.color = new Color(0.2f, 1f, 0.4f, 0.9f);
GUI.DrawTexture(new Rect(bufferX - 2f, barY, 4f, barH), Texture2D.whiteTexture);
float cdEndX = barX + Mathf.Clamp01(data.Cooldown / totalTime) * barW;
GUI.color = new Color(0.3f, 0.7f, 1f, 0.9f);
GUI.DrawTexture(new Rect(cdEndX - 2f, barY, 4f, barH), Texture2D.whiteTexture);
float cursorX = barX + Mathf.Clamp01(elapsed / totalTime) * barW;
GUI.color = Color.yellow;
GUI.DrawTexture(new Rect(cursorX - 2f, barY - 4f, 4f, barH + 8f), Texture2D.whiteTexture);
GUI.color = Color.white;
}
}