Danro-Jump/Assets/Scripts/Runtime/Gameplay/OneWayPlatformCollider.cs
Danil Iarosh cefb2fd345 Build initial vertical platformer foundation
Подробные изменения:
- Добавлены сцены Bootstrap, MainMenu и Game с текущей вертикальной 9:16 структурой проекта.
- Добавлены runtime-скрипты gameplay-архитектуры: DI через Extenject, спавнер платформ, прогрессия этапов, one-way платформы, игрок, камера и оборудование JumpPad.
- Добавлены ScriptableObject-этапы сложности, weighted-настройки платформ, оборудования, противников и collectibles.
- Добавлены UI Toolkit ресурсы главного меню, preview-материалы, шрифты, спрайты, анимации и игровые prefab-ассеты.
- Перенесена и оформлена новая COM-система для работы с аппаратными портами и StreamingAssets.
- Обновлены проектные гайды, AGENTS.md, правила Git/Git LFS, .gitignore, Unity Packages и ProjectSettings.
- Удалён локальный skill start-required-mcp-servers из репозитория.
2026-05-11 07:41:14 +03:00

109 lines
2.9 KiB
C#

using UnityEngine;
using Zenject;
namespace DanroJump.Gameplay
{
[DisallowMultipleComponent]
[RequireComponent(typeof(Collider2D))]
public sealed class OneWayPlatformCollider : MonoBehaviour
{
[SerializeField] private JumpPlayerController player;
[SerializeField] private float topBoundaryPadding;
private Collider2D platformCollider;
private Collider2D playerCollider;
private bool isIgnoringPlayerCollision;
public float TopY
{
get
{
if (platformCollider is BoxCollider2D boxCollider)
{
var localTop = boxCollider.offset + Vector2.up * (boxCollider.size.y * 0.5f);
return boxCollider.transform.TransformPoint(localTop).y;
}
return platformCollider != null ? platformCollider.bounds.max.y : transform.position.y;
}
}
[Inject]
public void Construct(JumpPlayerController injectedPlayer)
{
player = injectedPlayer;
ResolvePlayerCollider();
}
private void Awake()
{
platformCollider = GetComponent<Collider2D>();
platformCollider.usedByEffector = false;
if (TryGetComponent(out PlatformEffector2D platformEffector))
{
platformEffector.enabled = false;
}
RefreshColliderState();
}
private void OnDisable()
{
SetPlayerCollisionIgnored(false);
}
private void FixedUpdate()
{
RefreshColliderState();
}
private void RefreshColliderState()
{
if (player == null && !ResolvePlayer())
{
return;
}
if (playerCollider == null && !ResolvePlayerCollider())
{
return;
}
SetPlayerCollisionIgnored(!ShouldCollideWith(player));
}
public bool ShouldCollideWith(JumpPlayerController targetPlayer)
{
return targetPlayer != null && targetPlayer.GroundCheckY >= TopY + topBoundaryPadding;
}
private bool ResolvePlayer()
{
return player != null;
}
private bool ResolvePlayerCollider()
{
if (player == null)
{
return false;
}
return player.TryGetComponent(out playerCollider);
}
private void SetPlayerCollisionIgnored(bool shouldIgnore)
{
if (platformCollider == null || playerCollider == null || isIgnoringPlayerCollision == shouldIgnore)
{
return;
}
Physics2D.IgnoreCollision(platformCollider, playerCollider, shouldIgnore);
isIgnoringPlayerCollision = shouldIgnore;
}
}
}