using Cinemachine; using UnityEngine; namespace Player { public class PlayerComponent : MonoBehaviour { [SerializeField] private float health = 5f; [SerializeField] private float maxHealth = 5f; [SerializeField] private float stamina = 20f; [SerializeField] private float maxStamina = 20f; [SerializeField] private NoiseVisibilitySettingsManager noiseManager; [SerializeField] private PlayerMovementController movementController; [SerializeField] private PlayerAnimationController animationController; [HideInInspector] public Item.FlareRegister flareRegister; [SerializeField] private CinemachineFreeLook cameraFreeLook; [SerializeField] private float knockbackDuration = 1f; [SerializeField] private float knockbackDistance = 5f; [SerializeField] private StatsOutputScreen statsOutput; private CinemachineBasicMultiChannelPerlin perlin; private float shakeTimer; public NoiseVisibilitySettingsManager NoiseManager => noiseManager; public PlayerMovementController MovementController => movementController; [SerializeField] private Scriptable.GameSettings settings; [HideInInspector] public bool IsAlive => health > 0; private void Awake() { flareRegister = FindObjectOfType(); } // Start is called before the first frame update private void Start() { perlin = cameraFreeLook.GetRig(1).GetCinemachineComponent(); settings.OnValueChange.AddListener(OnSettingChange); } // Update is called once per frame private void Update() { NoiseManager.SetRunning(MovementController.IsRunning); statsOutput.health = health; statsOutput.stamina = 20f; statsOutput.oxygen = 100f; if (shakeTimer > 0) { shakeTimer -= Time.deltaTime; // perlin.m_AmplitudeGain = 0; perlin.m_AmplitudeGain = Mathf.Lerp(perlin.m_AmplitudeGain, 0, .1f); if (shakeTimer <= 0f) perlin.m_AmplitudeGain = 0; } if (!IsAlive) { PlayerInteractionHandler.instance.isDead = true; movementController.isDead = true; } } private void OnTriggerEnter(Collider other) { if (other.CompareTag("Damaging")) { print("HIT!"); var monster = other.GetComponentInParent(); Damage(monster.AttackDamage, monster.ShakeCameraOnHit); animationController.Hit(health <= 0); movementController.PhysicalForceMove((transform.position - monster.transform.position) * knockbackDistance); movementController.LockMovement(knockbackDuration); } } public void ShakeCamera(float intensity, float time) { var perlin = cameraFreeLook.GetRig(1).GetCinemachineComponent(); perlin.m_AmplitudeGain = intensity; shakeTimer = time; } public void OnSettingChange(Scriptable.GameSettings.SettingModification mod, float value) { if(mod == Scriptable.GameSettings.SettingModification.Sensitivity) { SetSensitivity(value); } } public void SetSensitivity(float magnitude) { movementController.SetSensitivity(magnitude); } public void Damage(float damage, bool applyShake = false) { health -= damage; if (applyShake) ShakeCamera(15, 5); } } }