using UnityEngine; using UnityEngine.SceneManagement; public class ShipGameMode : IGameMode { private const float HorizontalSpeed = 8.6f; private const float JumpForce = 26.6581f; private const KeyCode JumpKey = KeyCode.Space; private const float UpperAngle = 45f; private const float LowerAngle = -45f; private const float RotationLerpSpeed = 5f; public void Update(Player player) { player.RigidBody.linearVelocity = new Vector2(HorizontalSpeed, player.RigidBody.linearVelocity.y); if (player.HasStarted && Input.GetKey(JumpKey)) { Jump(player); } float targetAngle = Input.GetKey(JumpKey) ? UpperAngle : LowerAngle; float currentAngle = player.Transform.rotation.eulerAngles.z; if (currentAngle > 180f) currentAngle -= 360f; float newAngle = Mathf.Lerp(currentAngle, targetAngle, RotationLerpSpeed * Time.deltaTime); player.Transform.rotation = Quaternion.Euler(0, 0, newAngle); UpdateParticlePositionAndRotation(player); } private void UpdateParticlePositionAndRotation(Player player) { player.Particle.transform.position = player.Transform.position + new Vector3(-0.19f, -0.64f, -10); player.Particle.transform.rotation = Quaternion.Euler(0, 0, 150.464f); } private void Jump(Player player) { player.RigidBody.linearVelocity = new Vector2(player.RigidBody.linearVelocity.x, 0); player.RigidBody.AddForce(Vector2.up * JumpForce, ForceMode2D.Impulse); player.LevelsLoader.IncreaseTotalJumps(); } public void OnCollisionEnter(Player player, Collision2D collision) { if (collision.gameObject.CompareTag("Kill")) { SceneManager.LoadScene(SceneManager.GetActiveScene().name); return; } if (collision.gameObject.CompareTag("Win")) { SceneManager.LoadScene("HomeScene"); return; } float currentAngle = player.Transform.rotation.eulerAngles.z; float shortestAngle = Mathf.DeltaAngle(currentAngle, 0); player.Transform.rotation = Quaternion.RotateTowards(player.Transform.rotation, Quaternion.Euler(0, 0, 0), Mathf.Abs(shortestAngle)); } public void OnCollisionExit(Player player, Collision2D collision) { } }