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using UnityEngine;

[RequireComponent(typeof(PlayerControl))]
[RequireComponent(typeof(Rigidbody))]
public class PlayerMovement : MonoBehaviour
{
    private static readonly float BoostAccel = 10;
    
    public float movementSpeed = 5;
    public float movementSpeedOnGrabbing = 3;
    public float boostFalloffLerp = 0.025f;

    private PlayerControl _playerControl;
    private Rigidbody _rigidbody;

    private float _currentBoost;

    private bool CanBoost => _currentBoost <= 0.1f;
    
    private void Awake()
    {
        _playerControl = GetComponent<PlayerControl>();
        _rigidbody = GetComponent<Rigidbody>();
    }

    private void Update()
    {
        if (_playerControl.boosting && CanBoost)
        {
            _currentBoost = BoostAccel;
        }
    }

    private void FixedUpdate()
    {
        FixedUpdateMovement();

        FixedUpdateBoostFalloff();
    }

    private void FixedUpdateMovement()
    {
        var velocity = _rigidbody.linearVelocity;
        var speed = _playerControl.grabbing ?  movementSpeedOnGrabbing : movementSpeed + _currentBoost;
        var direction = new Vector3(
            _playerControl.movementHorizontal,
            0,
            _playerControl.movementVertical)
            .normalized;
        var playerVelocity = speed * direction + velocity.y * Vector3.up;
        _rigidbody.linearVelocity = playerVelocity;
    }

    private void FixedUpdateBoostFalloff()
    {
        _currentBoost = Mathf.Lerp(_currentBoost, 0, boostFalloffLerp);
    }
}