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Essentials2D.cs
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Essentials2D.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
namespace EssentialMechanics
{
public static class Essentials2D
{
static Vector3 vectorZero = Vector3.zero;
public static Transform translateMovement(Transform Position, float Speed, bool ArrowToo)
{
Transform transform = Position;
Transform transformMove = Position;
int Key = 0;
if (Input.GetKey(KeyCode.W) || (Input.GetKey(KeyCode.UpArrow) && ArrowToo))
Key += 3;
if (Input.GetKey(KeyCode.S) || (Input.GetKey(KeyCode.DownArrow) && ArrowToo))
Key -= 3;
if (Input.GetKey(KeyCode.D) || (Input.GetKey(KeyCode.RightArrow) && ArrowToo))
Key += 1;
if (Input.GetKey(KeyCode.A) || (Input.GetKey(KeyCode.LeftArrow) && ArrowToo))
Key -= 1;
switch (Key)
{
case 1:
transformMove.Translate(Vector2.right * Speed * Time.deltaTime);
transform = flipCharacterRight(transform);
break;
case -1:
transformMove.Translate(Vector2.left * Speed * Time.deltaTime);
transform = flipCharacterLeft(transform);
break;
case 3:
transformMove.Translate(Vector2.up * Speed * Time.deltaTime);
break;
case -3:
transformMove.Translate(Vector2.down * Speed * Time.deltaTime);
break;
case 4:
transformMove.Translate(Vector2.right * Speed * Time.deltaTime);
transformMove.Translate(Vector2.up * Speed * Time.deltaTime);
transform = flipCharacterRight(transform);
break;
case 2:
transformMove.Translate(Vector2.left * Speed * Time.deltaTime);
transformMove.Translate(Vector2.up * Speed * Time.deltaTime);
transform = flipCharacterLeft(transform);
break;
case -2:
transformMove.Translate(Vector2.right * Speed * Time.deltaTime);
transformMove.Translate(Vector2.down * Speed * Time.deltaTime);
transform = flipCharacterRight(transform);
break;
case -4:
transformMove.Translate(Vector2.left * Speed * Time.deltaTime);
transformMove.Translate(Vector2.down * Speed * Time.deltaTime);
transform = flipCharacterLeft(transform);
break;
default:
break;
}
transform.position = Vector2.Lerp(transform.position, transformMove.position,Speed * Time.deltaTime);
return transform;
}
public static bool getIsGrounded(Vector2 checkPosition, float radius, LayerMask groundLayer) { return Physics2D.OverlapCircle(checkPosition, radius, groundLayer); }
public static void rigidbodyMovement(Rigidbody2D rigidbody,Transform transform, float smoothVelocity, float Speed, bool ArrowToo)
{
Vector2 targetSpeed = new Vector2();
int Key = 0;
if (Input.GetKey(KeyCode.W) || (Input.GetKey(KeyCode.UpArrow) && ArrowToo))
Key += 3;
if (Input.GetKey(KeyCode.S) || (Input.GetKey(KeyCode.DownArrow) && ArrowToo))
Key -= 3;
if (Input.GetKey(KeyCode.D) || (Input.GetKey(KeyCode.RightArrow) && ArrowToo))
Key += 1;
if (Input.GetKey(KeyCode.A) || (Input.GetKey(KeyCode.LeftArrow) && ArrowToo))
Key -= 1;
switch (Key)
{
case 1:
targetSpeed = Vector2.right * Speed * Time.deltaTime;
break;
case -1:
targetSpeed = (Vector2.left * Speed * Time.deltaTime);
//transform = flipCharacter(transform);
break;
case 3:
targetSpeed = (Vector2.up * Speed * Time.deltaTime);
break;
case -3:
targetSpeed = (Vector2.down * Speed * Time.deltaTime);
break;
case 4:
targetSpeed = (Vector2.right * Speed * Time.deltaTime);
targetSpeed = (Vector2.up * Speed * Time.deltaTime);
break;
case 2:
targetSpeed = (Vector2.left * Speed * Time.deltaTime);
targetSpeed = (Vector2.up * Speed * Time.deltaTime);
//transform = flipCharacter(transform);
break;
case -2:
targetSpeed = (Vector2.right * Speed * Time.deltaTime);
targetSpeed = (Vector2.down * Speed * Time.deltaTime);
break;
case -4:
targetSpeed = (Vector2.left * Speed * Time.deltaTime);
targetSpeed = (Vector2.down * Speed * Time.deltaTime);
//transform = flipCharacter(transform);
break;
default:
break;
}
rigidbody.velocity = Vector3.SmoothDamp(rigidbody.velocity, targetSpeed, ref vectorZero, smoothVelocity);
}
public static Transform flipCharacterLeft(Transform transform)
{
Vector3 theScale = transform.localScale;
theScale.x = Mathf.Min(theScale.x, -theScale.x);
transform.localScale = theScale;
return transform;
}
public static Transform flipCharacterRight(Transform transform)
{
Vector3 theScale = transform.localScale;
theScale.x = Mathf.Max(theScale.x,-theScale.x);
transform.localScale = theScale;
return transform;
}
public static Transform flipCharacter(Transform transform)
{
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
return transform;
}
public static Transform mouseMovement(Transform Position, float Speed,Camera camera)
{
Vector3 mouseClickPosition = Vector3.zero;
Transform transform = Position;
if (Input.GetButton("Fire1"))
{
Vector3 mousePos = Input.mousePosition;
mouseClickPosition = camera.ScreenToWorldPoint(mousePos);
if (mouseClickPosition.x < Position.position.x)
Position = flipCharacterLeft(Position);
else
Position = flipCharacterRight(Position);
transform.position = Vector2.MoveTowards(Position.position, mouseClickPosition, Speed * Time.deltaTime);
}
return transform;
}
public static int mouseClickSite(Transform Position, Camera camera)
{
Vector3 mouseClickPosition = Vector3.zero;
int site = 0;
float tg = 0;
if (Input.GetButton("Fire1"))
{
Vector3 mousePos = Input.mousePosition;
mouseClickPosition = camera.ScreenToWorldPoint(mousePos);
tg = (Mathf.Atan2(mouseClickPosition.y - Position.position.y, mouseClickPosition.x - Position.position.x) * Mathf.Rad2Deg);
//Debug.LogWarning(tg);
if (tg > 45 && tg < 135)
{
site = 4;
//Debug.LogWarning(tg + " Cima");
}
if (tg > 135 && tg < 180)
{
site = -2;
//Debug.LogWarning(tg + " Esquerda");
}
if (tg > -180 && tg < -135)
{
site = -2;
//Debug.LogWarning(tg + " Esquerda");
}
if (tg > -135 && tg < -45)
{
site = -4;
//Debug.LogWarning(tg + " Baixo");
}
if (tg > -45 && tg < 0)
{
site = 2;
//Debug.LogWarning(tg + " Direita");
}
if (tg > 0 && tg < 45)
{
site = 2;
//Debug.LogWarning(tg + " Direita");
}
}
return site;
}
public static List<Vector2> getTilesPositions(this Tilemap tilemap)
{
List<Vector2> tiles = new List<Vector2>();
for (int y = tilemap.origin.y; y < (tilemap.origin.y + tilemap.size.y); y++)
{
for (int x = tilemap.origin.x; x < (tilemap.origin.x + tilemap.size.x); x++)
{
TileBase tile = tilemap.GetTile(new Vector3Int(x, y, 0));
if (tile != null)
{
tiles.Add(new Vector2(x,y));
}
}
}
return tiles;
}
}
}//Namespace