87 lines
2.9 KiB
C#
87 lines
2.9 KiB
C#
|
using MoreMountains.Feedbacks;
|
|||
|
using System.Collections;
|
|||
|
using System.Collections.Generic;
|
|||
|
using UnityEngine;
|
|||
|
|
|||
|
namespace MoreMountains.Feel
|
|||
|
{
|
|||
|
/// <summary>
|
|||
|
/// An example class part of the Feel demos
|
|||
|
/// This class acts as a character controller for the Duck in the FeelDuck demo scene
|
|||
|
/// It looks for input, and jumps when instructed to
|
|||
|
/// </summary>
|
|||
|
public class Duck : MonoBehaviour
|
|||
|
{
|
|||
|
[Header("Input")]
|
|||
|
/// a key to use to jump
|
|||
|
[Tooltip("a key to use to jump")]
|
|||
|
public KeyCode ActionKey = KeyCode.Space;
|
|||
|
/// a secondary key to use to jump
|
|||
|
[Tooltip("a secondary key to use to jump")]
|
|||
|
public KeyCode ActionKeyAlt = KeyCode.Joystick1Button0;
|
|||
|
|
|||
|
[Header("Cooldown")]
|
|||
|
/// a duration, in seconds, between two jumps, during which jumps are prevented
|
|||
|
[Tooltip("a duration, in seconds, between two jumps, during which jumps are prevented")]
|
|||
|
public float CooldownDuration = 1f;
|
|||
|
|
|||
|
[Header("Feedbacks")]
|
|||
|
/// a feedback to call when jumping
|
|||
|
[Tooltip("a feedback to call when jumping")]
|
|||
|
public MMFeedbacks JumpFeedback;
|
|||
|
/// a feedback to call when landing
|
|||
|
[Tooltip("a feedback to call when landing")]
|
|||
|
public MMFeedbacks LandingFeedback;
|
|||
|
/// a feedback to call when trying to jump while in cooldown
|
|||
|
[Tooltip("a feedback to call when trying to jump while in cooldown")]
|
|||
|
public MMFeedbacks DeniedFeedback;
|
|||
|
|
|||
|
protected float _lastJumpStartedAt = -100f;
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// On Update we look for input
|
|||
|
/// </summary>
|
|||
|
protected virtual void Update()
|
|||
|
{
|
|||
|
HandleInput();
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Detects input
|
|||
|
/// </summary>
|
|||
|
protected virtual void HandleInput()
|
|||
|
{
|
|||
|
if (Input.GetKeyDown(ActionKey) || Input.GetKeyDown(ActionKeyAlt) || Input.GetMouseButtonDown(0))
|
|||
|
{
|
|||
|
Jump();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Performs a jump if possible, otherwise plays a denied feedback
|
|||
|
/// </summary>
|
|||
|
protected virtual void Jump()
|
|||
|
{
|
|||
|
if (Time.time - _lastJumpStartedAt < CooldownDuration)
|
|||
|
{
|
|||
|
DeniedFeedback?.PlayFeedbacks();
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
JumpFeedback?.PlayFeedbacks();
|
|||
|
_lastJumpStartedAt = Time.time;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// This method is called by the duck animator on the frame where it makes contact with the ground.
|
|||
|
/// In an actual game context, this may be called when you detect contact with the ground via a physics collision, a downward raycast, etc.
|
|||
|
/// </summary>
|
|||
|
public virtual void Land()
|
|||
|
{
|
|||
|
LandingFeedback?.PlayFeedbacks();
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|