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shadowFollower.cs
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228 lines (179 loc) · 5.54 KB
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using UnityEngine;
using System.Collections;
public class shadowFollower : MonoBehaviour
{
[Header("Spawn Conditions")]
[SerializeField] private float spawnDistance = 1f;
[SerializeField] private float spawnDelay = 0.5f;
public Playermove player_script;
private Vector3 playerStartPos;
private bool hasSpawned = false;
[Header("References")]
[SerializeField] private playerReplay recorder;
[Header("Replay")]
[SerializeField] private float delaySeconds = 2.0f;
[Header("Movement")]
[SerializeField] private float speed = 5.1f;
[SerializeField] private float jumpHeight = 6.7f;
[Header("Collision")]
[SerializeField] private LayerMask whatIsGround;
private Animator animator;
private Rigidbody2D rb;
private CapsuleCollider2D col;
[SerializeField] private bool isGrounded;
private bool isFrozen;
[SerializeField] private bool facingRight = true;
private float stall_offset = 0f;
private void Awake()
{
rb = GetComponent<Rigidbody2D>();
animator = GetComponentInChildren<Animator>();
col = GetComponent<CapsuleCollider2D>();
player_script = Object.FindAnyObjectByType<Playermove>();
isFrozen = false;
if (player_script != null)
playerStartPos = player_script.transform.position;
StartCoroutine(ShadowSpawn(delaySeconds));
}
private IEnumerator ShadowSpawn(float seconds)
{
SpriteRenderer sprite = GetComponent<SpriteRenderer>();
if (sprite != null) sprite.enabled = false;
Collider2D col = GetComponent<Collider2D>();
if (col != null) col.enabled = false;
if (rb != null) rb.simulated = false;
yield return new WaitForSeconds(seconds);
if (sprite != null) sprite.enabled = true;
if (col != null) col.enabled = true;
if (rb != null) rb.simulated = true;
}
private void Update()
{
if (!hasSpawned)
{
CheckSpawnCondition();
return; // don’t run movement logic yet
}
HandleCollision();
if (!hasSpawned)
{
CheckSpawnCondition();
return; // don’t run movement logic yet
}
HandleAnimation();
if (!hasSpawned)
{
CheckSpawnCondition();
return; // don’t run movement logic yet
}
HandleFlip();
}
private void FixedUpdate()
{
if (recorder == null) return;
float t = Time.time - delaySeconds;
if (!recorder.TryGetFrame(t, out var frame))
{
rb.linearVelocity = Vector2.zero;
return;
}
float targetX = frame.horizontal * speed;
if (frame.jump)
{
rb.linearVelocity = new Vector2(targetX, jumpHeight);
}
else
{
rb.linearVelocity = new Vector2(targetX, rb.linearVelocity.y);
}
}
private void HandleAnimation()
{
if (animator == null) return;
animator.SetFloat("X velocity", rb.linearVelocity.x);
animator.SetBool("isGrounded", isGrounded);
animator.SetFloat("Y velocity", rb.linearVelocity.y);
}
private void HandleCollision()
{
if (col == null) { isGrounded = false; return; }
Vector2 checkPoint = new Vector2(col.bounds.center.x, col.bounds.min.y - 0.02f);
isGrounded = Physics2D.OverlapCircle(checkPoint, 0.08f, whatIsGround);
}
private void HandleFlip()
{
if (rb.linearVelocity.x > 0 && !facingRight)
{
Flip();
}
else if (rb.linearVelocity.x < 0 && facingRight)
{
Flip();
}
}
private void Flip()
{
transform.Rotate(0, 180, 0);
facingRight = !facingRight;
}
private void OnCollisionEnter2D(Collision2D other)
{
if (other.gameObject.CompareTag("Player"))
{
Playermove player = other.gameObject.GetComponent<Playermove>();
if (player != null)
{
player.die();
Debug.Log("Pillar crushed the player!");
Collider2D col = GetComponent<Collider2D>();
if (col != null) col.enabled = false;
rb.linearVelocity = Vector2.zero;
rb.simulated = false;
}
}
}
public void ChangeDelay(float delay)
{
delaySeconds = delay;
}
public float GetDelay()
{
return delaySeconds;
}
public void FreezeShadow(float seconds)
{
StartCoroutine(FreezeRoutine(seconds));
}
private IEnumerator FreezeRoutine(float seconds)
{
Vector2 savedVelocity = rb.linearVelocity;
float savedGravity = rb.gravityScale;
rb.linearVelocity = Vector2.zero;
rb.gravityScale = 0;
isFrozen = true;
// 3. The actual wait timer
yield return new WaitForSeconds(seconds);
rb.linearVelocity = savedVelocity;
rb.gravityScale = savedGravity;
isFrozen = false;
}
private void CheckSpawnCondition()
{
if (hasSpawned || player_script == null) return;
float moved = Vector3.Distance(
player_script.transform.position,
playerStartPos
);
if (moved >= spawnDistance)
{
hasSpawned = true;
StartCoroutine(EnableAfterDelay());
}
}
private IEnumerator EnableAfterDelay()
{
yield return new WaitForSeconds(spawnDelay);
gameObject.SetActive(true);
isFrozen = false;
}
}