using MoreMountains.Feedbacks;
using UnityEngine;
namespace MoreMountains.Feel
{
///
/// 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
///
public class Duck : MonoBehaviour
{
[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;
///
/// On Update we look for input
///
protected virtual void Update()
{
HandleInput();
}
///
/// Detects input
///
protected virtual void HandleInput()
{
if (FeelDemosInputHelper.CheckMainActionInputPressedThisFrame())
{
Jump();
}
}
///
/// Performs a jump if possible, otherwise plays a denied feedback
///
protected virtual void Jump()
{
if (Time.time - _lastJumpStartedAt < CooldownDuration)
{
DeniedFeedback?.PlayFeedbacks();
}
else
{
JumpFeedback?.PlayFeedbacks();
_lastJumpStartedAt = Time.time;
}
}
///
/// 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.
///
public virtual void Land()
{
LandingFeedback?.PlayFeedbacks();
}
}
}