131 lines
3.7 KiB
C#
131 lines
3.7 KiB
C#
/*
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zlib License
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跳出一方天地 (C) 2022-2023 Lucas
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1.The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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using UnityEngine.UIElements;
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public class MovementController : MonoBehaviour
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{
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public bool isJumping;
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private bool isPressing;
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private bool isDoubleJumping;
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private Rigidbody2D rb2D;
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public float xSpeed;
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public float jumpSpeed;
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private UIRect ui;
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private struct UIRect
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{
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public Vector2 pos;
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public float width;
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public float height;
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}
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// Start is called before the first frame update
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void Start()
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{
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rb2D = GetComponent<Rigidbody2D>();
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var speed = rb2D.velocity;
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speed.x = xSpeed;
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rb2D.velocity = speed;
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ui = GetUiToScreenPos(GameObject.FindGameObjectWithTag("PauseButton").transform);
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}
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private void FixedUpdate()
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{
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var speed = rb2D.velocity;
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speed.x = xSpeed;
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if (Input.GetKey(KeyCode.Space) || IsTouched())
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{
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if (!isPressing)
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{
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isPressing = true;
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if (isJumping && !isDoubleJumping)
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{
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speed.y = jumpSpeed;
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isDoubleJumping = true;
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}
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else if (!isJumping || !isDoubleJumping)
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{
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speed.y = jumpSpeed;
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isJumping = true;
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}
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}
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}
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else
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{
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isPressing = false;
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}
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rb2D.velocity = speed;
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}
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private void OnCollisionEnter2D(Collision2D collision)
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{
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if (!collision.gameObject.CompareTag("Floor")) return;
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isJumping = false;
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isDoubleJumping = false;
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}
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private bool IsTouched()
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{
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if (Input.touchCount == 0) return false;
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for (var i = 0; i < Input.touchCount; ++i)
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{
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if (!IsTouchInUi(Input.GetTouch(i).rawPosition)) continue;
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return false;
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}
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return true;
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}
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private UIRect GetUiToScreenPos(Transform trans)
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{
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var mapHeight = trans.GetComponent<RectTransform>().rect.height;
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var mapWidth = trans.GetComponent<RectTransform>().rect.width;
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Vector2 pos2D = trans.position;
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pos2D.x -= mapWidth / 2;
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pos2D.y -= mapHeight / 2;
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return new UIRect
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{
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height = mapHeight,
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width = mapWidth,
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pos = pos2D
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};
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}
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private bool IsTouchInUi(Vector3 pos)
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{
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var isInRect = false;
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var newPos = ui.pos;
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if ((pos.x - 30) < (newPos.x + ui.width) && (pos.x + 30) > newPos.x &&
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(pos.y - 30) < (newPos.y + ui.height) && (pos.y + 30) > newPos.y)
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{
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isInRect = true;
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}
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return isInRect;
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}
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}
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