Files
ggj2026/Assets/Scripts/TrickController.cs
T
2026-01-31 21:48:28 -06:00

372 lines
10 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(Collider2D))]
public class TrickController : MonoBehaviour
{
private static readonly List<TrickController> ActiveTricks = new List<TrickController>();
private static PlayerPlatformerController[] cachedPlayers = Array.Empty<PlayerPlatformerController>();
private static float nextPlayerCacheTime;
[SerializeField] private string treatTag = "Interactable";
[SerializeField] private float moveSpeed = 3.5f;
[SerializeField] private float targetRefreshInterval = 0.4f;
[SerializeField] private float consumeDistance = 0.35f;
[SerializeField] private float wanderInterval = 1.2f;
[SerializeField] private float consumeCooldown = 1.5f;
[SerializeField] private TrickController trickPrefab;
[SerializeField] private float avoidPlayerRadius = 1.2f;
[SerializeField] private float treatSeekWeight = 1f;
[SerializeField] private float avoidPlayerWeight = 0.25f;
[SerializeField] private float avoidTrickWeight = 0.2f;
[SerializeField] private float wanderWeight = 0.4f;
[SerializeField] private int maxTricks = 50;
[SerializeField] private float jumpImpulse = 6f;
[SerializeField] private float jumpCooldown = 1f;
[SerializeField] private float jumpChancePerSecond = 0.5f;
[SerializeField] private LayerMask groundMask = ~0;
[SerializeField] private float groundCheckDistance = 0.05f;
private Rigidbody2D body;
private Transform target;
private float nextTargetTime;
private Vector2 wanderDirection;
private float nextWanderTime;
private bool isCarried;
private float nextConsumeTime;
private float desiredXVelocity;
private float nextJumpTime;
private void Awake()
{
body = GetComponent<Rigidbody2D>();
body.bodyType = RigidbodyType2D.Dynamic;
body.gravityScale = 1f;
body.freezeRotation = true;
body.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
body.interpolation = RigidbodyInterpolation2D.Interpolate;
}
private void OnEnable()
{
if (!ActiveTricks.Contains(this))
{
ActiveTricks.Add(this);
}
nextConsumeTime = Time.time + consumeCooldown;
}
private void OnDisable()
{
ActiveTricks.Remove(this);
}
private void Update()
{
if (isCarried)
{
return;
}
if (Time.time >= nextTargetTime)
{
target = FindNearestTreat();
if (target == null)
{
// If we can't find treats while we're tagged Interactable, keep moving.
wanderDirection = Random.insideUnitCircle.normalized;
if (wanderDirection.sqrMagnitude < 0.01f)
{
wanderDirection = Vector2.right;
}
nextWanderTime = Time.time + wanderInterval;
}
nextTargetTime = Time.time + targetRefreshInterval;
}
if (Time.time >= nextWanderTime)
{
wanderDirection = Random.insideUnitCircle.normalized;
if (wanderDirection.sqrMagnitude < 0.01f)
{
wanderDirection = Vector2.right;
}
nextWanderTime = Time.time + wanderInterval;
}
TryConsumeTreat();
}
private void FixedUpdate()
{
if (isCarried)
{
return;
}
if (!IsGrounded())
{
var airborne = body.linearVelocity;
airborne.x = 0f;
body.linearVelocity = airborne;
return;
}
Vector2 desiredVelocity;
var hasTarget = target != null;
var canConsume = Time.time >= nextConsumeTime;
var desiredX = 0f;
if (hasTarget && canConsume)
{
var direction = ((Vector2)target.position - (Vector2)transform.position).normalized;
desiredX += direction.x * treatSeekWeight;
}
else
{
desiredX += wanderDirection.x * wanderWeight;
}
// No trick-avoidance bias.
if (Mathf.Abs(desiredX) < 0.01f)
{
desiredX = wanderDirection.x * 0.2f;
}
desiredVelocity = new Vector2(Mathf.Clamp(desiredX, -1f, 1f) * moveSpeed, 0f);
var velocity = body.linearVelocity;
desiredXVelocity = desiredVelocity.x;
velocity.x = Mathf.Lerp(velocity.x, desiredXVelocity, 0.25f);
body.linearVelocity = velocity;
var isMoving = Mathf.Abs(desiredXVelocity) > 0.1f;
TryJump(isMoving, desiredXVelocity);
}
private Transform FindNearestTreat()
{
var treats = GameObject.FindGameObjectsWithTag(treatTag);
if (treats == null || treats.Length == 0)
{
return null;
}
Transform best = null;
var bestDistance = float.MaxValue;
var origin = transform.position;
for (var i = 0; i < treats.Length; i++)
{
var candidate = treats[i];
if (candidate == gameObject)
{
continue;
}
if (!candidate.activeInHierarchy)
{
continue;
}
if (!candidate.TryGetComponent<Collider2D>(out var collider) || !collider.enabled)
{
continue;
}
var distance = Vector2.Distance(origin, candidate.transform.position);
if (distance < bestDistance)
{
bestDistance = distance;
best = candidate.transform;
}
}
return best;
}
private void TryConsumeTreat()
{
if (isCarried)
{
return;
}
if (Time.time < nextConsumeTime)
{
return;
}
var hits = Physics2D.OverlapCircleAll(transform.position, consumeDistance);
for (var i = 0; i < hits.Length; i++)
{
var hit = hits[i];
if (hit == null || hit.gameObject == gameObject || !hit.CompareTag(treatTag))
{
continue;
}
var spawnPosition = hit.transform.position;
hit.enabled = false;
hit.gameObject.tag = "Untagged";
Destroy(hit.gameObject);
if (target == hit.transform)
{
target = null;
}
SpawnTrick(spawnPosition);
nextConsumeTime = Time.time + consumeCooldown;
break;
}
}
private void SpawnTrick(Vector3 position)
{
if (maxTricks > 0 && ActiveTricks.Count >= maxTricks)
{
return;
}
if (trickPrefab != null)
{
Instantiate(trickPrefab, position, Quaternion.identity);
return;
}
Instantiate(gameObject, position, Quaternion.identity);
}
private float GetAvoidPlayerDirection()
{
if (Time.time >= nextPlayerCacheTime)
{
cachedPlayers = FindObjectsByType<PlayerPlatformerController>(FindObjectsSortMode.None);
nextPlayerCacheTime = Time.time + 0.5f;
}
var players = cachedPlayers;
if (players == null || players.Length == 0)
{
return 0f;
}
Transform closest = null;
var closestDist = float.MaxValue;
var origin = transform.position;
for (var i = 0; i < players.Length; i++)
{
var candidate = players[i];
if (candidate == null || !candidate.gameObject.activeInHierarchy)
{
continue;
}
var dist = Vector2.Distance(origin, candidate.transform.position);
if (dist < closestDist)
{
closestDist = dist;
closest = candidate.transform;
}
}
if (closest == null || closestDist > avoidPlayerRadius)
{
return 0f;
}
return Mathf.Sign(origin.x - closest.position.x);
}
private void TryJump(bool isMoving, float jumpDirection)
{
if (!isMoving || Time.time < nextJumpTime)
{
return;
}
if (!IsGrounded())
{
return;
}
var chance = jumpChancePerSecond * Time.fixedDeltaTime;
if (Random.value > chance)
{
return;
}
var velocity = body.linearVelocity;
velocity.y = 0f;
var jumpDir = Mathf.Sign(jumpDirection);
if (jumpDir == 0f)
{
jumpDir = Random.value < 0.5f ? -1f : 1f;
}
velocity.x = jumpDir * moveSpeed;
body.linearVelocity = velocity;
body.AddForce(Vector2.up * jumpImpulse, ForceMode2D.Impulse);
nextJumpTime = Time.time + jumpCooldown;
}
private bool IsGrounded()
{
var collider = GetComponent<Collider2D>();
if (collider == null)
{
return false;
}
var bounds = collider.bounds;
var checkSize = new Vector2(bounds.size.x * 0.9f, groundCheckDistance * 2f);
var checkCenter = new Vector2(bounds.center.x, bounds.min.y - groundCheckDistance);
var hits = Physics2D.OverlapBoxAll(checkCenter, checkSize, 0f, groundMask);
for (var i = 0; i < hits.Length; i++)
{
var hit = hits[i];
if (hit != null && hit != collider)
{
return true;
}
}
return false;
}
public void SetCarried(bool carried)
{
isCarried = carried;
if (carried)
{
target = null;
desiredXVelocity = 0f;
var velocity = body.linearVelocity;
velocity.x = 0f;
velocity.y = 0f;
body.linearVelocity = velocity;
nextJumpTime = Time.time + 0.1f;
if (TryGetComponent<Collider2D>(out var collider))
{
collider.enabled = false;
}
}
else
{
var velocity = body.linearVelocity;
velocity.x = 0f;
velocity.y = 0f;
body.linearVelocity = velocity;
if (TryGetComponent<Collider2D>(out var collider))
{
collider.enabled = true;
}
}
}
}