mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-09-11 20:05:15 -05:00
Removed Old Files
This commit is contained in:
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2d32b8429f4a3df48a3585d68287b81a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,101 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using MLAPI;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
|
||||
public class dBlink : NetworkBehaviour{
|
||||
|
||||
// Start is called before the first frame update
|
||||
|
||||
public Camera cam;
|
||||
public CharacterController controller;
|
||||
//Blink Variables
|
||||
private LineRenderer beam;
|
||||
private Vector3 origin;
|
||||
private Vector3 endPoint;
|
||||
private Vector3 mousePos;
|
||||
private RaycastHit hit;
|
||||
|
||||
LayerMask ignoreP;
|
||||
/////
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
beam = gameObject.AddComponent<LineRenderer>();
|
||||
beam.startWidth = 0.2f;
|
||||
beam.endWidth = 0.2f;
|
||||
beam.enabled = false;
|
||||
|
||||
ignoreP = LayerMask.GetMask("Player");
|
||||
|
||||
controller = GetComponent<CharacterController>();
|
||||
}
|
||||
void Start(){
|
||||
|
||||
// Grab the main camera.
|
||||
//camera transform
|
||||
}
|
||||
|
||||
//ADJUST SO DISTANCE IS DETERMINED BY SCROLL WHEEL
|
||||
//blinks the player forwards
|
||||
public void BlinkMove()
|
||||
{
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
|
||||
if (Input.GetMouseButton(1))
|
||||
{
|
||||
// Finding the origin and end point of laser.
|
||||
origin = transform.position + transform.forward * transform.lossyScale.z;
|
||||
|
||||
// Finding mouse pos in 3D space.
|
||||
mousePos = Input.mousePosition;
|
||||
mousePos.z = 20f;
|
||||
endPoint = cam.ScreenToWorldPoint(mousePos);
|
||||
|
||||
// Find direction of beam.
|
||||
Vector3 dir = endPoint - origin;
|
||||
dir.Normalize();
|
||||
|
||||
// Are we hitting any colliders?
|
||||
if (Physics.Raycast(origin, dir, out hit, 20f))
|
||||
{
|
||||
// If yes, then set endpoint to hit-point.
|
||||
endPoint = hit.point;
|
||||
}
|
||||
|
||||
// Set end point of laser.
|
||||
beam.SetPosition(0, origin);
|
||||
beam.SetPosition(1, endPoint);
|
||||
// Draw the laser!
|
||||
beam.enabled = true;
|
||||
/*Ray ray = camera.ScreenPointToRay(Input.mousePosition);
|
||||
RaycastHit raycastHit;
|
||||
|
||||
if (Physics.Raycast(ray, out raycastHit, 5.0f)){
|
||||
LineRenderer.SetPosition(1, raycastHit.point);
|
||||
}*/
|
||||
|
||||
}
|
||||
|
||||
else if (!Input.GetMouseButton(1) && beam.enabled == true)
|
||||
{
|
||||
beam.enabled = false;
|
||||
//if teleporting due to hit to object, bump them a bit outside normal
|
||||
if (hit.point != null)
|
||||
{
|
||||
transform.position = endPoint + hit.normal * 1.25f;
|
||||
|
||||
}
|
||||
//if teleporting in the air or something, just spawn at endpoint
|
||||
else
|
||||
{
|
||||
|
||||
transform.position = endPoint;
|
||||
}
|
||||
//reenable character controller
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a504b3f7be0e5254e815029049abbeac
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,63 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using MLAPI;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
public class dDash : NetworkBehaviour{
|
||||
private CoolDown driver;
|
||||
public Vector3 moveDirection;
|
||||
|
||||
public const float maxDashTime = 1.0f;
|
||||
public float dashDistance = 10;
|
||||
public float dashStoppingSpeed = 0.1f;
|
||||
public SpecialItem dashItem;
|
||||
private bool isOnCoolDown = false;
|
||||
float currentDashTime = maxDashTime;
|
||||
float dashSpeed = 12;
|
||||
|
||||
CharacterController characterController;
|
||||
dPlayerMovement pMove;
|
||||
|
||||
void Start(){
|
||||
//driver = GameObject.Find("Canvas").GetComponent<CoolDown>();
|
||||
characterController = this.gameObject.GetComponent<CharacterController>();
|
||||
pMove = GetComponent<dPlayerMovement>();
|
||||
}
|
||||
|
||||
//UPDATE CHECK FOR MOVEMENT ONLY WHEN DASHING
|
||||
void FixedUpdate(){
|
||||
if(pMove.pStats.HasDash) DashPlayer();
|
||||
}
|
||||
|
||||
void DashPlayer(){
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
if(characterController.enabled == true){
|
||||
if ((Input.GetKeyDown(KeyCode.R) || Input.GetAxis("Dash") != 0) && isOnCoolDown == false)
|
||||
{
|
||||
currentDashTime = 0;
|
||||
StartCoroutine(startCoolDown());
|
||||
}
|
||||
if(currentDashTime < maxDashTime)
|
||||
{
|
||||
moveDirection = transform.forward * dashDistance;
|
||||
currentDashTime += dashStoppingSpeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
moveDirection = Vector3.zero;
|
||||
}
|
||||
characterController.Move(moveDirection * Time.deltaTime * dashSpeed);
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator startCoolDown(){
|
||||
Debug.Log("start corotine");
|
||||
isOnCoolDown = true;
|
||||
driver.startUICooldown(dashItem.name);
|
||||
yield return new WaitForSeconds(dashItem.cooldownM);
|
||||
isOnCoolDown = false;
|
||||
Debug.Log("end corotine");
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b8e55f866f601244e9d99bc8e1c82334
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,325 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using MLAPI;
|
||||
using UnityEngine;
|
||||
|
||||
public class dGrapplingHook : NetworkBehaviour
|
||||
{
|
||||
public float maxGrappleDistance = 20;
|
||||
public float maxGrabDistance = 30;
|
||||
|
||||
public bool isGrappled;
|
||||
private int hookPointIndex;
|
||||
private GameObject hookPoint;
|
||||
private GameObject[] hookPoints;
|
||||
private float distance;
|
||||
|
||||
private CharacterController movementController;
|
||||
private dPlayerMovement playerMovement;
|
||||
private PlayerStats pStats;
|
||||
[SerializeField] private float ropeLength;
|
||||
private float climbRate = 5;
|
||||
private Vector3 swingDirection;
|
||||
float inclinationAngle;
|
||||
float theta = -1;
|
||||
|
||||
private float maxSwingSpeed = 50;
|
||||
private float minSwingSpeed = 20;
|
||||
private float swingAcc = 3f;
|
||||
private float swingSpeed = 10;
|
||||
|
||||
private float swingMom;
|
||||
private float maxSwingMom = 60;
|
||||
|
||||
private Vector3 tensionMomDirection;
|
||||
private Vector3 hookPointRight;
|
||||
private Vector3 momDirection;
|
||||
|
||||
private Vector3 curXZDir;
|
||||
private Vector3 oldXZDir;
|
||||
|
||||
private bool swingback = false; //swing the player back
|
||||
private float oldSwingMom;
|
||||
|
||||
Vector3 tensionDirection;
|
||||
float tensionForce;
|
||||
public Vector3 forceDirection;
|
||||
|
||||
private Vector3 tempRelease;
|
||||
private Vector3 lerpRelease;
|
||||
bool release = false;
|
||||
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
isGrappled = false;
|
||||
hookPoints = GameObject.FindGameObjectsWithTag("HookPoint");
|
||||
movementController = gameObject.GetComponent<CharacterController>();
|
||||
playerMovement = gameObject.GetComponent<dPlayerMovement>();
|
||||
pStats = gameObject.GetComponent<PlayerStats>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
|
||||
if ((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && pStats.HasGrapple) //If grapple button is hit
|
||||
{
|
||||
if (!isGrappled) //If we are not grappling
|
||||
{
|
||||
hookPointIndex = FindHookPoint(); //Find the nearest hook point within max distance
|
||||
if (hookPointIndex != -1) //If there is a hookpoint
|
||||
{
|
||||
hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
|
||||
ropeLength = Vector3.Distance(gameObject.transform.position, hookPoint.transform.position);
|
||||
if(ropeLength > maxGrappleDistance){
|
||||
ropeLength = maxGrappleDistance;
|
||||
}
|
||||
|
||||
oldXZDir = (new Vector3(hookPoint.transform.position.x,0,hookPoint.transform.position.z) - new Vector3(transform.position.x,0,transform.position.z)).normalized;
|
||||
curXZDir = (new Vector3(hookPoint.transform.position.x,0,hookPoint.transform.position.z) - new Vector3(transform.position.x,0,transform.position.z)).normalized;
|
||||
|
||||
swingMom = CalculateSwingMom(playerMovement.driftVel.magnitude * 50f);
|
||||
oldSwingMom = swingMom;
|
||||
playerMovement.g = -1;
|
||||
isGrappled = true; //toggle grappling state
|
||||
release = false;
|
||||
lerpRelease = Vector3.zero;
|
||||
}
|
||||
}
|
||||
else //Else we are grappling
|
||||
{
|
||||
isGrappled = false; //toggle grappling state to release
|
||||
release = true;
|
||||
playerMovement.g = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
if (isGrappled)
|
||||
{
|
||||
Debug.DrawRay(gameObject.transform.position, (hookPoint.transform.position - gameObject.transform.position)); //Visual of line
|
||||
|
||||
//Extend Hook
|
||||
if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.JoystickButton4))
|
||||
{
|
||||
ropeLength += climbRate * Time.deltaTime;
|
||||
if (ropeLength > maxGrappleDistance)
|
||||
{
|
||||
ropeLength = maxGrappleDistance;
|
||||
}
|
||||
//Debug.Log(ropeLength.ToString());
|
||||
}
|
||||
|
||||
//Retract Hook
|
||||
if (Input.GetKey(KeyCode.RightShift) || Input.GetKey(KeyCode.JoystickButton5))
|
||||
{
|
||||
ropeLength -= climbRate * Time.deltaTime;
|
||||
if (ropeLength < 8)
|
||||
{
|
||||
ropeLength = 8;
|
||||
}
|
||||
//Debug.Log(ropeLength.ToString());
|
||||
}
|
||||
//Debug.Log(Vector3.Distance(gameObject.transform.position, hookPoint.transform.position));
|
||||
//Calculate tether force direction based on hookpoint
|
||||
if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) >= ropeLength )
|
||||
{
|
||||
Debug.Log(ropeLength);
|
||||
forceDirection = CalculateForceDirection(1, playerMovement.g, hookPoint.transform.position) + RopeLengthOffset(hookPoint.transform.position, Vector3.Distance(gameObject.transform.position, hookPoint.transform.position));
|
||||
|
||||
|
||||
}
|
||||
else{
|
||||
forceDirection = Vector3.zero;
|
||||
}
|
||||
|
||||
//apply special swing movement when aerial
|
||||
if(!playerMovement.isGrounded){
|
||||
movementController.Move(SwingMoveController());
|
||||
if(swingMom != 0){
|
||||
movementController.Move(CalculateMomentumDirection(playerMovement.g, hookPoint.transform.position));
|
||||
swingMom -= .5f;
|
||||
}
|
||||
}
|
||||
else{
|
||||
swingMom = CalculateSwingMom(playerMovement.driftVel.magnitude * 50f);
|
||||
}
|
||||
|
||||
if(swingMom<0) swingMom = 0;
|
||||
|
||||
tempRelease = CalculateSwingReleaseForce();
|
||||
}
|
||||
else if(!isGrappled){
|
||||
//Reset force direction after unhook
|
||||
forceDirection = Vector3.zero;
|
||||
swingback = true;
|
||||
|
||||
if(release){
|
||||
lerpRelease = Vector3.Lerp(lerpRelease, tempRelease, 10f * Time.deltaTime);
|
||||
tempRelease *= .99f;
|
||||
Debug.Log(lerpRelease);
|
||||
movementController.Move(lerpRelease);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
//WILL NEED ADJUSTMENT OR REMOVAL IN THE FUTURE
|
||||
//ungrapple on jump
|
||||
if(playerMovement.jumpHeld && !playerMovement.isGrounded && isGrappled){
|
||||
release = true;
|
||||
isGrappled = false;
|
||||
}
|
||||
if(playerMovement.isGrounded){
|
||||
swingback = true;
|
||||
release = false;
|
||||
}
|
||||
}
|
||||
|
||||
//Finds the nearest hook to the player
|
||||
int FindHookPoint()
|
||||
{
|
||||
float least = maxGrabDistance;
|
||||
int index = -1;
|
||||
for(int i = 0; i<hookPoints.Length; i++)
|
||||
{
|
||||
distance = Vector3.Distance(gameObject.transform.position, hookPoints[i].transform.position);
|
||||
if (distance <= least)
|
||||
{
|
||||
index = i;
|
||||
}
|
||||
}
|
||||
return index;
|
||||
}
|
||||
|
||||
//Needs to be Overhauled to properly implement energy loss taking into account players current Velocity, height and input
|
||||
//------Important Equations--------
|
||||
// TensionForce = Cos(theta) * g * m * Vector3(tensionDirection)
|
||||
// Potential Energy = m * g * h -- Will need to modify adding current speed
|
||||
// Kinetic Energy = 1/2 * m * V^2 -- assuming no energy loss at the bottom KE = PE at peak we will add energy loss ourselves
|
||||
// Total Energy = m * ((g*h) + (1/2 * V^2))
|
||||
// Velocity = (2 * ((TotalEnergy/m) - (g*h)))^(1/2) -- This hypothetically could be used for our swing momentum calculation
|
||||
// Movement Direction right angle of tension force = Sin(theta) * g * m * Vector3(Right angle to tensionDirection)
|
||||
|
||||
//Calculate the tether direction vector and how much force that vector needs
|
||||
Vector3 CalculateForceDirection(float mass, float g, Vector3 hPoint){
|
||||
|
||||
//tension direction and angle calculation
|
||||
tensionDirection = (hPoint - transform.position).normalized;
|
||||
inclinationAngle = Vector3.Angle((transform.position - hPoint).normalized, -transform.up);
|
||||
theta = Mathf.Deg2Rad * inclinationAngle;
|
||||
if(theta<=.1) theta = 0;
|
||||
|
||||
//How much force the tension needs
|
||||
tensionForce = mass * -g * Mathf.Cos(theta);
|
||||
|
||||
//force direction calculation based on tension direction and force
|
||||
Vector3 fDirection = tensionDirection * tensionForce;
|
||||
return fDirection;
|
||||
}
|
||||
|
||||
Vector3 CalculateMomentumDirection(float g, Vector3 hPoint){
|
||||
|
||||
tensionMomDirection = (hPoint - transform.position).normalized;
|
||||
hookPointRight = Vector3.Cross(oldXZDir, transform.up).normalized;
|
||||
momDirection = -1 * Vector3.Cross(hookPointRight, tensionMomDirection).normalized;
|
||||
|
||||
if(oldXZDir != curXZDir){
|
||||
//midpointMom = swingMom;
|
||||
swingback = false;
|
||||
//Debug.Log("flip");
|
||||
}
|
||||
|
||||
if(swingback == false && swingMom <= (oldSwingMom*(.75f))){
|
||||
swingback = true;
|
||||
oldSwingMom = swingMom;
|
||||
oldXZDir = (new Vector3(hookPoint.transform.position.x,0,hookPoint.transform.position.z) - new Vector3(transform.position.x,0,transform.position.z)).normalized;
|
||||
//Debug.Log("swingback");
|
||||
}
|
||||
|
||||
curXZDir = (new Vector3(hPoint.x,0,hPoint.z) - new Vector3(transform.position.x,0,transform.position.z)).normalized;
|
||||
Debug.DrawRay(transform.position, momDirection * Time.deltaTime* 100, Color.green);
|
||||
return (momDirection * Time.deltaTime * swingMom);
|
||||
}
|
||||
|
||||
//Calculates the players initial swing momentum using their height and their current velocity
|
||||
float CalculateSwingMom(float playerSpeed){
|
||||
|
||||
//Calculate the players height compared to the lowest point in the swing
|
||||
float swingHeight = transform.position.y - (hookPoint.transform.position.y - ropeLength);
|
||||
if(swingHeight <= 1){
|
||||
swingHeight = 1;
|
||||
}
|
||||
|
||||
float sMom = playerSpeed + (swingHeight*2);
|
||||
if(sMom > maxSwingMom){
|
||||
sMom = maxSwingMom;
|
||||
}
|
||||
return sMom;
|
||||
}
|
||||
|
||||
//Special movement for the player while they swing
|
||||
Vector3 SwingMoveController(){
|
||||
|
||||
//WASD input
|
||||
float inputVert = Input.GetAxis("Vertical");
|
||||
float inputHor = Input.GetAxis("Horizontal");
|
||||
|
||||
//input is zero when nothing is pressed to prevent button easing values
|
||||
if((!Input.GetKey(KeyCode.W) && !Input.GetKey(KeyCode.S))) inputVert = 0;
|
||||
if((!Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.D))) inputHor = 0;
|
||||
|
||||
//Swingspeed build up
|
||||
if((inputVert != 0 || inputHor != 0) && swingSpeed < maxSwingSpeed){
|
||||
swingSpeed += swingAcc;
|
||||
}
|
||||
else if((inputVert != 0 || inputHor != 0) && swingSpeed >= maxSwingSpeed){
|
||||
swingSpeed = maxSwingSpeed;
|
||||
}
|
||||
else if((inputVert == 0 && inputHor == 0)){
|
||||
swingSpeed = minSwingSpeed;
|
||||
}
|
||||
|
||||
//Swing direction based on player input
|
||||
swingDirection = Vector3.Cross(tensionDirection, ((transform.right * -inputVert) + (transform.forward * inputHor))).normalized;
|
||||
|
||||
|
||||
//NEED TO ADD SWINGSPEED EASING
|
||||
//this could be just adding a gradual increase in the swing speed instead of using a flat rate
|
||||
//Swing movement with swing speed added
|
||||
Vector3 swingMovement = (swingDirection * Time.deltaTime * swingSpeed);
|
||||
|
||||
|
||||
return (swingMovement);
|
||||
}
|
||||
|
||||
Vector3 RopeLengthOffset(Vector3 hPoint, float curDistance){
|
||||
|
||||
//How powerful our offset movement has to be
|
||||
float offsetPower = ((curDistance - ropeLength) * 200f);
|
||||
|
||||
//The direction we need to apply force to offset when the rope gets lengthened beyond the necessary point
|
||||
Vector3 tenDirOffset = (hPoint - transform.position).normalized;
|
||||
|
||||
|
||||
return tenDirOffset * offsetPower * Time.deltaTime;
|
||||
}
|
||||
|
||||
Vector3 CalculateSwingReleaseForce(){
|
||||
|
||||
Vector3 releaseSwingForceDirection = momDirection * ((swingMom) + 10);
|
||||
|
||||
releaseSwingForceDirection = new Vector3(releaseSwingForceDirection.x,0,releaseSwingForceDirection.z);
|
||||
|
||||
if(swingMom < 5){
|
||||
return Vector3.zero;
|
||||
}
|
||||
return releaseSwingForceDirection * Time.deltaTime;
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a1f672a4741230d4a963fb68f5f8a8aa
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,107 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using MLAPI;
|
||||
using UnityEngine;
|
||||
|
||||
public class dKickController : NetworkBehaviour
|
||||
{
|
||||
private GameObject leg;
|
||||
private GameObject legHitbox;
|
||||
private bool isKicking = false;
|
||||
//slightly bad practice, when merging find a better work around
|
||||
private bool isDiveKicking = false;
|
||||
private CharacterController characterController;
|
||||
public dPlayerMovement pMove;
|
||||
public PlayerStats pStats;
|
||||
private float legRotation = 0;
|
||||
|
||||
void Start(){
|
||||
pStats = GetComponent<PlayerStats>();
|
||||
pMove = GetComponent<dPlayerMovement>();
|
||||
characterController = this.gameObject.GetComponent<CharacterController>();
|
||||
leg = transform.Find("Leg").gameObject;
|
||||
legHitbox = leg.transform.Find("LegHitbox").gameObject;
|
||||
leg.SetActive(false);
|
||||
}
|
||||
|
||||
void Update(){
|
||||
Kick();
|
||||
}
|
||||
|
||||
void Kick(){
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
//Note: when we merge this into PlayerMovement, we may want to change isgrounded to our
|
||||
//custom is grounded
|
||||
//If F is pressed or gamepad right trigger is pulled
|
||||
if ((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && isKicking == false && pMove.isGrounded == false && pMove.isSliding==false)
|
||||
{
|
||||
Debug.Log("dive");
|
||||
// if kicking in air, kick until grounded (maybe add some foward momentum if needeD)
|
||||
isKicking = true;
|
||||
isDiveKicking = true;
|
||||
leg.SetActive(true);
|
||||
legRotation = -90;
|
||||
}
|
||||
//otherwise do ground kick for .3 seconds
|
||||
else if ((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && isKicking == false && pMove.isSliding==false){
|
||||
StartCoroutine(Kicking(1f));
|
||||
}
|
||||
|
||||
//once dive kick touches ground, set back to normal state
|
||||
if (pMove.isGrounded == true && isDiveKicking == true)
|
||||
{
|
||||
isDiveKicking = false;
|
||||
isKicking = false;
|
||||
legRotation = 0;
|
||||
leg.transform.eulerAngles = new Vector3(legRotation, leg.transform.eulerAngles.y, leg.transform.eulerAngles.z);
|
||||
leg.SetActive(false);
|
||||
|
||||
}
|
||||
|
||||
if(isKicking){
|
||||
RotateLeg();
|
||||
characterController.Move(new Vector3(.0015f,0,0));
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator Kicking(float waitTime){
|
||||
isKicking = true;
|
||||
leg.SetActive(true);
|
||||
yield return new WaitForSeconds(waitTime);
|
||||
isKicking = false;
|
||||
legRotation = 0;
|
||||
leg.transform.eulerAngles = new Vector3(legRotation, leg.transform.eulerAngles.y, leg.transform.eulerAngles.z);
|
||||
leg.SetActive(false);
|
||||
|
||||
}
|
||||
|
||||
private void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
Collider myCollider = collision.contacts[0].thisCollider;
|
||||
if (collision.transform.CompareTag("kickable") && myCollider == legHitbox.GetComponent<Collider>()){
|
||||
if(collision.gameObject.GetComponent<Rigidbody>().isKinematic == true){
|
||||
collision.gameObject.GetComponent<Rigidbody>().isKinematic = false;
|
||||
}
|
||||
Vector3 direction = this.transform.forward;
|
||||
Debug.Log(direction);
|
||||
collision.rigidbody.AddForce(direction * pStats.KickPow, ForceMode.Impulse);
|
||||
}
|
||||
if (collision.transform.CompareTag("destroyable") && myCollider == legHitbox.GetComponent<Collider>()){
|
||||
collision.transform.gameObject.GetComponent<BreakableBlock>().damage(pStats.KickPow);
|
||||
}
|
||||
}
|
||||
|
||||
private void RotateLeg(){
|
||||
if(legRotation > -90){
|
||||
leg.transform.eulerAngles = new Vector3(legRotation, leg.transform.eulerAngles.y, leg.transform.eulerAngles.z);
|
||||
legRotation -= 20;
|
||||
}
|
||||
else{
|
||||
legRotation = -90;
|
||||
Debug.Log("Kick Full Extension");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 813241e4d3933be429c9295081a09142
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,65 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class dNitro : MonoBehaviour
|
||||
{
|
||||
private CoolDown driver;
|
||||
private PlayerStats playerStats;
|
||||
public SpecialItem nitroItem;
|
||||
private bool isOnCoolDown = false;
|
||||
public bool isNitroing = false;
|
||||
|
||||
private float tempTimer = 5;
|
||||
//this will need to be set from scritable object or something;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
//driver = GameObject.Find("Canvas").GetComponent<CoolDown>();
|
||||
playerStats = GetComponent<PlayerStats>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
//once cooldowns are implemented, put this on one (a long one)
|
||||
if ((Input.GetKeyDown(KeyCode.LeftShift) || Input.GetKeyDown(KeyCode.JoystickButton8)) && isOnCoolDown == false && playerStats.HasNitro)
|
||||
{
|
||||
isNitroing = true;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void FixedUpdate(){
|
||||
if(isNitroing){
|
||||
if(tempTimer > 0){
|
||||
|
||||
tempTimer -= .02f;
|
||||
|
||||
Debug.Log("nitro is on");
|
||||
|
||||
if(playerStats.CurVel < playerStats.HardCapMaxVel){
|
||||
playerStats.CurVel += playerStats.Acc * 50;
|
||||
}
|
||||
else if(playerStats.CurVel > playerStats.HardCapMaxVel){
|
||||
playerStats.CurVel = playerStats.HardCapMaxVel;
|
||||
}
|
||||
}
|
||||
else{
|
||||
StartCoroutine(startCoolDown());
|
||||
isNitroing = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator startCoolDown(){
|
||||
Debug.Log("start corotine");
|
||||
isOnCoolDown = true;
|
||||
driver.startUICooldown("Nitro");
|
||||
yield return new WaitForSeconds(nitroItem.cooldownM);
|
||||
isOnCoolDown = false;
|
||||
tempTimer = 5;
|
||||
Debug.Log("end corotine");
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 71b2b26f3c822f045b43d4966fb097e6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,202 +0,0 @@
|
||||
using UnityEngine;
|
||||
using System.Linq;
|
||||
using MLAPI;
|
||||
using UnityEngine.Rendering;
|
||||
|
||||
[RequireComponent (typeof(dPlayerMovement))]
|
||||
public class dWallRun : NetworkBehaviour
|
||||
{
|
||||
|
||||
public float wallMaxDistance = 3f;
|
||||
public float wallSpeedMultiplier = 1.2f;
|
||||
public float minimumHeight = .1f;
|
||||
public float maxAngleRoll = 20;
|
||||
[Range(0.0f, 1.0f)]
|
||||
public float normalizedAngleThreshold = 0.1f;
|
||||
|
||||
public float jumpDuration = .02f;
|
||||
public float wallBouncing = 3;
|
||||
public float cameraTransitionDuration = 1;
|
||||
|
||||
public float wallGravityDownForce = 2.8f;
|
||||
|
||||
[Space]
|
||||
dPlayerMovement playerMovementController;
|
||||
|
||||
Vector3[] directions;
|
||||
RaycastHit[] hits;
|
||||
|
||||
bool isWallRunning = false;
|
||||
public bool firstAttach = false;
|
||||
Vector3 lastWallPosition;
|
||||
Vector3 lastWallNormal;
|
||||
float elapsedTimeSinceJump = 0;
|
||||
float elapsedTimeSinceWallAttach = 0;
|
||||
float elapsedTimeSinceWallDetatch = 0;
|
||||
bool jumping;
|
||||
|
||||
bool isPlayergrounded() => playerMovementController.isGrounded;
|
||||
|
||||
public bool IsWallRunning() => isWallRunning;
|
||||
|
||||
bool CanWallRun()
|
||||
{
|
||||
float verticalAxis = Input.GetAxisRaw("Vertical");
|
||||
return !isPlayergrounded() && verticalAxis > 0 && VerticalCheck();
|
||||
}
|
||||
|
||||
bool VerticalCheck(){
|
||||
return !Physics.Raycast(transform.position, Vector3.down, minimumHeight);
|
||||
}
|
||||
|
||||
|
||||
void Start(){
|
||||
playerMovementController = GetComponent<dPlayerMovement>();
|
||||
|
||||
directions = new Vector3[]{
|
||||
Vector3.right,
|
||||
Vector3.right + Vector3.forward,
|
||||
Vector3.forward,
|
||||
Vector3.left + Vector3.forward,
|
||||
Vector3.left
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
public void WallRunRoutine(){
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
|
||||
isWallRunning = false;
|
||||
|
||||
hits = new RaycastHit[directions.Length];
|
||||
|
||||
if(playerMovementController.jumpHeld)
|
||||
{
|
||||
jumping = true;
|
||||
}
|
||||
|
||||
if(CanAttach())
|
||||
{
|
||||
for(int i=0; i<directions.Length; i++)
|
||||
{
|
||||
Vector3 dir = transform.TransformDirection(directions[i]);
|
||||
Physics.Raycast(transform.position, dir, out hits[i], wallMaxDistance);
|
||||
if(hits[i].collider != null)
|
||||
{
|
||||
Debug.DrawRay(transform.position, dir * hits[i].distance, Color.green);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.DrawRay(transform.position, dir * wallMaxDistance, Color.red);
|
||||
}
|
||||
}
|
||||
|
||||
if(CanWallRun())
|
||||
{
|
||||
hits = hits.ToList().Where(h => h.collider != null).OrderBy(h => h.distance).ToArray();
|
||||
if(hits.Length > 0)
|
||||
{
|
||||
if(hits[0].collider.tag == "WallRun")
|
||||
{
|
||||
OnWall(hits[0]);
|
||||
lastWallPosition = hits[0].point;
|
||||
lastWallNormal = hits[0].normal;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(isWallRunning)
|
||||
{
|
||||
elapsedTimeSinceWallDetatch = 0;
|
||||
elapsedTimeSinceWallAttach += Time.deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
elapsedTimeSinceWallAttach = 0;
|
||||
elapsedTimeSinceWallDetatch += Time.deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
bool CanAttach()
|
||||
{
|
||||
if(jumping)
|
||||
{
|
||||
elapsedTimeSinceJump += Time.deltaTime;
|
||||
if(elapsedTimeSinceJump > jumpDuration)
|
||||
{
|
||||
elapsedTimeSinceJump = 0;
|
||||
jumping = false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void OnWall(RaycastHit hit){
|
||||
float d = Vector3.Dot(hit.normal, Vector3.up);
|
||||
if(d >= -normalizedAngleThreshold && d <= normalizedAngleThreshold)
|
||||
{
|
||||
Vector3 alongWall = Vector3.Cross(hit.normal, Vector3.up);
|
||||
float vertical = Input.GetAxisRaw("Vertical");
|
||||
//Vector3 alongWall = transform.TransformDirection(Vector3.forward);
|
||||
|
||||
// Debug.DrawRay(transform.position, alongWall.normalized * 10, Color.green);
|
||||
// Debug.DrawRay(transform.position, lastWallNormal * 10, Color.magenta);
|
||||
|
||||
Vector3 moveToSet = alongWall * vertical * playerMovementController.PlayerSpeed() * Time.deltaTime;// * wallSpeedMultiplier;
|
||||
Vector3 velNorm = playerMovementController.vel;
|
||||
velNorm.Normalize();
|
||||
|
||||
moveToSet = new Vector3(moveToSet.x * -velNorm.x, moveToSet.y, moveToSet.z * -velNorm.z);
|
||||
|
||||
Vector3 moveToSetNorm = moveToSet;
|
||||
moveToSetNorm.Normalize();
|
||||
|
||||
if((moveToSetNorm.x < 0 && velNorm.x > 0)){
|
||||
moveToSet.x = (moveToSet.x * -velNorm.x);
|
||||
}
|
||||
else if((moveToSetNorm.x > 0 && velNorm.x < 0) ){
|
||||
moveToSet.x = (-moveToSet.x * -velNorm.x);
|
||||
}
|
||||
|
||||
if((moveToSetNorm.z < 0 && velNorm.z > 0)){
|
||||
moveToSet.z = (moveToSet.z * -velNorm.z);
|
||||
}
|
||||
else if((moveToSetNorm.z > 0 && velNorm.z < 0)){
|
||||
moveToSet.z = (-moveToSet.z * -velNorm.z);
|
||||
}
|
||||
|
||||
moveToSet.y = 0;
|
||||
//
|
||||
|
||||
playerMovementController.vel = moveToSet;
|
||||
if(!isWallRunning){
|
||||
firstAttach = true;
|
||||
isWallRunning = true;
|
||||
}
|
||||
|
||||
if(playerMovementController.curJumpNum == playerMovementController.pStats.JumpNum){
|
||||
playerMovementController.curJumpNum = 0;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
float CalculateSide()
|
||||
{
|
||||
if(isWallRunning)
|
||||
{
|
||||
Vector3 heading = lastWallPosition - transform.position;
|
||||
Vector3 perp = Vector3.Cross(transform.forward, heading);
|
||||
float dir = Vector3.Dot(perp, transform.up);
|
||||
return dir;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
public Vector3 GetWallJumpDirection() //Add call in jump where if we are wallrunning and jump, the jump vector is multiplied by this
|
||||
{
|
||||
return lastWallNormal * wallBouncing + (transform.up);
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f4264f4f7bed1d7499a037436582ed17
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,596 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using MLAPI;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class dPlayerMovement : NetworkBehaviour
|
||||
{
|
||||
////Objects Sections
|
||||
private GameObject parentObj; // Parent object
|
||||
public Camera cam; // Camera object
|
||||
////
|
||||
|
||||
////Components Section
|
||||
private CharacterController moveController; // Character Controller
|
||||
private Rigidbody rB; // Players Rigidbody
|
||||
private CapsuleCollider capCol; // Players Capsule Collider
|
||||
private Animator animator; // Animation Controller
|
||||
////
|
||||
|
||||
////Scripts Section
|
||||
public PlayerStats pStats; // Player Stats
|
||||
private dGrapplingHook grapple; // Grappling Hook
|
||||
private dNitro nitro; // Nitro
|
||||
private dWallRun wallRun; // Wallrun
|
||||
////
|
||||
|
||||
////Player Variables Section
|
||||
//Speed Variables
|
||||
public Vector3 vel; // moveZ + moveX
|
||||
private Vector3 moveZ; // Local Horizontal Vector
|
||||
private Vector3 moveX; // Local Vertical Vector
|
||||
public Vector3 driftVel; // Lerped Movement Vector
|
||||
public float calculatedCurVel; // calculated Vel based on curVel
|
||||
|
||||
//Jump Variables
|
||||
public int curJumpNum; // current Jumps Used
|
||||
public bool jumpHeld; // Jump is Held
|
||||
private bool jumpPressed; // Jamp was pressed
|
||||
float coyJumpTimer = 0.1f; // Default Coyote Jump time
|
||||
float curCoyJumpTimer = 0.1f; // current Coyote Jump time
|
||||
public float lowJumpMultiplier; // Short jump multiplier
|
||||
public float fallMultiplier; // High Jump Multiplier
|
||||
|
||||
//Gravity Variables
|
||||
public float g = 0; // player downwards velocity
|
||||
private float maxG = -100; // max downwards velocity
|
||||
|
||||
//Glide Variables
|
||||
private bool tempSetTraction = false; // has the Traction been temporarily set
|
||||
private float tempTraction = 0.0f; // temporary traction
|
||||
|
||||
//Impact Variables
|
||||
private float mass = 5.0F; // mass variable for Impact
|
||||
private Vector3 impact = Vector3.zero; // Impact Vector
|
||||
private float distToGround; // distance to ground
|
||||
|
||||
//Ground Check
|
||||
public bool isGrounded; // is player grounded
|
||||
public float groundCheckDistance = 0.05f; // offset distance to check ground
|
||||
private float lastTimeJumped = 0f; // Last time the player jumped
|
||||
private const float jumpGroundingPreventionTime = 0.2f; // delay so player doesn't get snapped to ground while jumping
|
||||
private const float groundCheckDistanceInAir = 0.07f; // How close we have to get to ground to start checking for grounded again
|
||||
private Ray groundRay; // ground ray
|
||||
private RaycastHit groundHit; // ground raycast
|
||||
|
||||
//Camera Variables
|
||||
private Vector3 camRotation; // cameras camera rotation vector
|
||||
[Range(-45, -15)]
|
||||
public int minAngle = -30; // minimum downwards cam angle
|
||||
[Range(30, 80)]
|
||||
public int maxAngle = 45; // Max upwards cam angle
|
||||
[Range(50, 500)]
|
||||
public int sensitivity = 200; // Camera sensitivity
|
||||
|
||||
//Ragdoll variables
|
||||
private bool firstHit = false; // has first contact happened
|
||||
private bool beginRagTimer = false; // beging ragdoll timer bool
|
||||
private float ragTime; // ragdoll timer
|
||||
private Vector3 prevRot; // Save last rotation before hit
|
||||
|
||||
//Slide Variables
|
||||
public bool isSliding = false; // If player is sliding /////////// Maybe unnecessary once state machine is implemented
|
||||
private float originalTraction; // Original Traction
|
||||
private RaycastHit slideRay; // slide raycast
|
||||
private Vector3 slideUp; // Slide upwards direction
|
||||
private bool qDown; // is q being pressed
|
||||
private float tempSlideCurVel; // temp vel while sliding so they don't lose speed
|
||||
////
|
||||
|
||||
void Awake(){
|
||||
////Initialize Player Components
|
||||
moveController = GetComponent<CharacterController>(); // set Character Controller
|
||||
rB = GetComponent<Rigidbody>(); //set Rigid Body
|
||||
capCol = GetComponent<CapsuleCollider>(); // set Capsule Collider
|
||||
capCol.enabled = true;
|
||||
parentObj = transform.parent.gameObject; // set parent object
|
||||
animator = GetComponent<Animator>(); // set animator
|
||||
////
|
||||
|
||||
////Initialize Scripts
|
||||
pStats = GetComponent<PlayerStats>(); // set PlayerStats
|
||||
wallRun = GetComponent<dWallRun>(); // set Wallrun
|
||||
grapple = GetComponent<dGrapplingHook>(); // set grapplingHook
|
||||
nitro = GetComponent<dNitro>(); // set Nitro
|
||||
////
|
||||
}
|
||||
|
||||
void Start(){
|
||||
////Initialize important starting variables
|
||||
distToGround = GetComponent<Collider>().bounds.extents.y; // set players distance to ground
|
||||
slideUp = GetComponentInParent<Transform>().up; // get parents up direction
|
||||
////
|
||||
|
||||
// Don't do movement unless this is the local player controlling it
|
||||
// Otherwise we let the server handle moving us
|
||||
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
|
||||
// Don't lock the cursor multiple times if this isn't the local player
|
||||
// Also don't want to lock the cursor for the king
|
||||
// That is why this is after the LocalPlayer check
|
||||
|
||||
Cursor.lockState = CursorLockMode.Locked; // Lock cursor on start if you are the local player
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void FixedUpdate(){
|
||||
// Don't do movement unless this is the local player controlling it
|
||||
// Otherwise we let the server handle moving us
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
|
||||
//Controls for camera
|
||||
if(cam.enabled) Rotation();
|
||||
else Debug.Log("Cam Disabled");
|
||||
|
||||
//Allow Movement when moveController is enabled
|
||||
if(moveController.enabled == true){
|
||||
//input controls for movement
|
||||
InputController();
|
||||
|
||||
//Dissipates Impact
|
||||
DissipateImpact();
|
||||
}
|
||||
|
||||
//If Character controller is disabled use rigidbody calculations
|
||||
else{
|
||||
|
||||
//if ragdoll timer is over disable ragdolling
|
||||
if (RagdollTimer() == 0){
|
||||
firstHit = false;
|
||||
DisableRagdoll();
|
||||
}
|
||||
|
||||
//Gravity without moveController
|
||||
g -= pStats.PlayerGrav * Time.deltaTime;
|
||||
rB.AddForce(new Vector3(0,g,0));
|
||||
}
|
||||
|
||||
/////ONLY FOR DEBUG PURPOSES REMOVE WHEN UNNECESSARY
|
||||
if (transform.position.y < -5)
|
||||
{
|
||||
TeleportPlayer(new Vector3(0,100,0));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
////Input Related Functions
|
||||
//Reads inputs and moves player
|
||||
private void InputController(){
|
||||
//Check if player is grounded before each frame
|
||||
GroundCheck();
|
||||
|
||||
//Keyboard inputs
|
||||
//Checks if movement keys have been pressed and calculates correct vector
|
||||
moveX = transform.right * Input.GetAxis("Horizontal") * Time.deltaTime * PlayerSpeed();
|
||||
moveZ = transform.forward * Input.GetAxis("Vertical") * Time.deltaTime * PlayerSpeed();
|
||||
|
||||
//Adds vectors based on movement keys and other conditions to check what the
|
||||
//player vector should be under the circumstances
|
||||
vel = moveX + moveZ;
|
||||
Vector3 moveXZ = new Vector3(vel.x, 0, vel.z);
|
||||
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.Traction * Time.deltaTime);
|
||||
|
||||
//Gravity and Jump calculations
|
||||
UpdateGravity();
|
||||
Jump();
|
||||
Vector3 moveY = new Vector3(0,g,0);
|
||||
|
||||
//Slide Function
|
||||
Slide();
|
||||
|
||||
|
||||
//move animation
|
||||
//if vel from input is greater than 0, start sprinting animation
|
||||
if (PlayerSpeed() > 0.1)
|
||||
{
|
||||
//Debug.Log(driftVel.magnitude);
|
||||
|
||||
if(animator != null) animator.SetBool("isRunning", true);
|
||||
}
|
||||
//if low enough movement from player (this will be still at this value) stop animation
|
||||
else if (driftVel.magnitude < .05f)
|
||||
{
|
||||
driftVel = Vector3.zero;
|
||||
if(animator != null) animator.SetBool("isRunning", false);
|
||||
}
|
||||
//Move Player
|
||||
if(grapple.isGrappled && !isGrounded){
|
||||
driftVel = Vector3.zero;
|
||||
moveController.Move(((moveY + grapple.forceDirection) * Time.deltaTime));
|
||||
}
|
||||
else{
|
||||
moveController.Move(driftVel + (moveY * Time.deltaTime));
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
//Calculates speed current player needs to be going
|
||||
public float PlayerSpeed(){
|
||||
WallCheck();
|
||||
//If nothing is pressed speed is 0
|
||||
if ((Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f) || isSliding || (grapple.isGrappled && !isGrounded))
|
||||
{
|
||||
pStats.CurVel = 0.0f;
|
||||
return pStats.CurVel;
|
||||
}
|
||||
//If current speed is below min when pressed set to minimum speed
|
||||
else if (pStats.CurVel < pStats.MinVel)
|
||||
{
|
||||
pStats.CurVel = pStats.MinVel;
|
||||
return pStats.MinVel;
|
||||
}
|
||||
// while the speed is below max speed slowly increase it
|
||||
else if ((pStats.CurVel >= pStats.MinVel) && (pStats.CurVel < pStats.MaxVel))
|
||||
{
|
||||
pStats.CurVel += pStats.Acc;
|
||||
return pStats.CurVel;
|
||||
}
|
||||
//If the players speed is above or equal to max speed set speed to max
|
||||
else if (pStats.CurVel >= pStats.MaxVel && nitro.isNitroing == false)
|
||||
{
|
||||
pStats.CurVel = pStats.MaxVel;
|
||||
return pStats.CurVel;
|
||||
|
||||
}
|
||||
else if(nitro.isNitroing){
|
||||
return pStats.CurVel;
|
||||
}
|
||||
else{
|
||||
Debug.Log("Something has gone wrong with the PlayerSpeed()");
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
//Need to implement to check if player has hit a wall in the direction they are moving and they should lose speed
|
||||
private void WallCheck(){
|
||||
//IMPLEMENT A RAYCAST CHECK
|
||||
|
||||
}
|
||||
|
||||
//Jump Function
|
||||
private void Jump(){
|
||||
//If space/south gamepad button is pressed apply an upwards force to the player
|
||||
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && !isSliding)
|
||||
{
|
||||
if(wallRun.IsWallRunning()){
|
||||
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 8.5f);
|
||||
g = pStats.JumpPow;
|
||||
curJumpNum = 0;
|
||||
}
|
||||
|
||||
else{
|
||||
g = pStats.JumpPow;
|
||||
}
|
||||
|
||||
curJumpNum++;
|
||||
jumpHeld = true;
|
||||
jumpPressed = true;
|
||||
}
|
||||
|
||||
//Last time Jumped
|
||||
lastTimeJumped = Time.time;
|
||||
|
||||
//If grounded no jumps have been used and coyote Timer is refreshed
|
||||
if(isGrounded && g == 0){
|
||||
curCoyJumpTimer = coyJumpTimer;
|
||||
curJumpNum = 0;
|
||||
}
|
||||
//else start the coyote timer
|
||||
else curCoyJumpTimer -= Time.deltaTime;
|
||||
|
||||
//if jump is being held coyote timer is zero
|
||||
if(jumpHeld) curCoyJumpTimer = 0;
|
||||
|
||||
if(grapple.isGrappled && curJumpNum == pStats.JumpNum) curJumpNum = 0;
|
||||
|
||||
//If space/south face gamepad button isn't being pressed then jump is false
|
||||
if (Input.GetAxis("Jump") == 0){
|
||||
jumpHeld = false;
|
||||
}
|
||||
|
||||
if(g < 0){
|
||||
jumpPressed = false;
|
||||
}
|
||||
}
|
||||
|
||||
//Camera and player rotation
|
||||
private void Rotation(){
|
||||
//If moveController is enabled allow Camera control
|
||||
if(moveController.enabled){
|
||||
//if input is received from Mouse X
|
||||
if (Input.GetAxis("Mouse X") != 0){
|
||||
transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
|
||||
}
|
||||
|
||||
//if input is received from right analog stick (horizontal)
|
||||
else if(Input.GetAxis("HorizontalCam") != 0){
|
||||
transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("HorizontalCam"));
|
||||
}
|
||||
|
||||
//if input is if input is received from Mouse Y
|
||||
if (Input.GetAxis("Mouse Y") != 0)
|
||||
{
|
||||
camRotation.x -= Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;
|
||||
camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
|
||||
cam.transform.localEulerAngles = camRotation;
|
||||
}
|
||||
|
||||
//if input is received from right analog stick (vertical)
|
||||
else if (Input.GetAxis("VerticalTurn") != 0){
|
||||
camRotation.x -= Input.GetAxis("VerticalTurn") * sensitivity * Time.deltaTime;
|
||||
camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
|
||||
cam.transform.localEulerAngles = camRotation;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Gravity Function for adjusting y-vel due to wallrun/glide/etc
|
||||
private void UpdateGravity(){
|
||||
|
||||
//Gliding
|
||||
if(pStats.HasGlider && g < 0 && Input.GetButton("Jump") && !isSliding){
|
||||
//Gravity with glider
|
||||
GravityCalculation(8);
|
||||
|
||||
//Set temp values to put traction back to normal
|
||||
if(tempSetTraction == false){
|
||||
tempTraction = pStats.Traction;
|
||||
pStats.Traction = 1.0f;
|
||||
tempSetTraction = true;
|
||||
}
|
||||
}
|
||||
//if temporary values have been set restore them back to the normal values
|
||||
else if(pStats.HasGlider && g==0 && tempSetTraction == true){
|
||||
pStats.Traction = tempTraction;
|
||||
tempSetTraction = false;
|
||||
}
|
||||
|
||||
//Wallrunning
|
||||
else if (pStats.HasWallrun) {
|
||||
//Run wall run script
|
||||
wallRun.WallRunRoutine();
|
||||
|
||||
//if wallrunning apply different gravity
|
||||
if(wallRun.IsWallRunning()){
|
||||
if(wallRun.firstAttach){
|
||||
g = 0;
|
||||
wallRun.firstAttach = false;
|
||||
}
|
||||
GravityCalculation(2);
|
||||
}
|
||||
|
||||
//Normal gravity if not wallrunning
|
||||
else{
|
||||
GravityCalculation(pStats.PlayerGrav);
|
||||
}
|
||||
}
|
||||
|
||||
//Default Gravity
|
||||
else{
|
||||
|
||||
//Normal gravity
|
||||
GravityCalculation(pStats.PlayerGrav);
|
||||
}
|
||||
}
|
||||
|
||||
//Uses Given gravity to apply a downwards force while allowing coyote Jump and short hops
|
||||
private void GravityCalculation(float grav){
|
||||
//apply slight upwards force for jump smoothing when g < 0
|
||||
if(g < 0){
|
||||
g += grav * (fallMultiplier - 1) * Time.deltaTime;
|
||||
}
|
||||
|
||||
//apply smaller upwards force if jump is released early when jumping creating a short jump
|
||||
else if (g > 0 && !Input.GetButton("Jump")){
|
||||
g += grav * (lowJumpMultiplier - 1) * Time.deltaTime;
|
||||
}
|
||||
|
||||
//apply gravity if not grounded and coyote timer is less than 0
|
||||
if((isGrounded == false && curCoyJumpTimer <= 0) || grapple.isGrappled){
|
||||
g -= grav * Time.deltaTime;
|
||||
}
|
||||
//else don't apply gravity
|
||||
else{
|
||||
g = 0;
|
||||
}
|
||||
|
||||
//Caps out the players downwards speed
|
||||
if(g < maxG){
|
||||
g = maxG;
|
||||
}
|
||||
}
|
||||
|
||||
//Slide Function
|
||||
private void Slide(){
|
||||
//if the q button or the east face button on gamepad is held down
|
||||
if ((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q))) {
|
||||
qDown = true;
|
||||
if (isSliding == false){
|
||||
|
||||
originalTraction = pStats.Traction;
|
||||
this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x - 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
|
||||
isSliding = true;
|
||||
//if it can't find the animator (capsul prefab)
|
||||
if (GetComponent<Animator>() == null){
|
||||
moveController.height = 1.0f;
|
||||
}
|
||||
//if the regular model
|
||||
else {
|
||||
moveController.height *= .5f;
|
||||
}
|
||||
pStats.Traction = 0.01f;
|
||||
|
||||
}
|
||||
tempSlideCurVel = driftVel.magnitude * 50f;
|
||||
transform.Rotate(Vector3.forward * -sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
|
||||
pStats.Traction += .004f;
|
||||
}
|
||||
else{
|
||||
qDown = false;
|
||||
}
|
||||
//NOTE: potentialy change this to only allow player back up if there is nothing above them
|
||||
if (qDown == false && isSliding == true) {
|
||||
//if nothing is above the object, stop sliding
|
||||
if (Physics.Raycast(this.gameObject.transform.position, slideUp, out slideRay, 5f) == false)
|
||||
{
|
||||
this.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
|
||||
isSliding = false;
|
||||
pStats.CurVel = tempSlideCurVel;
|
||||
//if it can't find the animator (capsul prefab)
|
||||
if (GetComponent<Animator>() == null)
|
||||
{
|
||||
moveController.height = 2.0f;
|
||||
}
|
||||
//if the regular model
|
||||
else
|
||||
{
|
||||
moveController.height *= 2.0f;
|
||||
}
|
||||
pStats.Traction = originalTraction;
|
||||
}
|
||||
else{
|
||||
Debug.Log("Object above you");
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
////
|
||||
|
||||
////Physics Calculation Unrelated to inputs
|
||||
//Apply Impact for when force needs to be applied without ragdolling
|
||||
public void AddImpact(Vector3 dir, float force){
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
|
||||
//Normalize direction multiply by force and add it to the impact
|
||||
dir.Normalize();
|
||||
if (dir.y < 0) dir.y = -dir.y; // reflect down force on the ground
|
||||
impact += dir.normalized * force / mass;
|
||||
}
|
||||
|
||||
//Dissipates Impact Force
|
||||
private void DissipateImpact(){
|
||||
//if suffiecient impact magnitude is applied then move player
|
||||
if (impact.magnitude > 0.2F) moveController.Move(impact * Time.deltaTime);
|
||||
|
||||
// consumes the impact energy each cycle:
|
||||
impact = Vector3.Lerp(impact, Vector3.zero, 5*Time.deltaTime);
|
||||
}
|
||||
|
||||
//Clear all stored movement
|
||||
public void CancelMomentum(){
|
||||
pStats.CurVel = 0;
|
||||
vel = Vector3.zero;
|
||||
moveX = Vector3.zero;
|
||||
moveZ = Vector3.zero;
|
||||
driftVel = Vector3.zero;
|
||||
}
|
||||
|
||||
//Checks if player is grounded
|
||||
void GroundCheck(){
|
||||
// Make sure that the ground check distance while already in air is very small, to prevent suddenly snapping to ground
|
||||
float chosenGroundCheckDistance = isGrounded ? (moveController.skinWidth + groundCheckDistance) : groundCheckDistanceInAir;
|
||||
|
||||
// reset values before the ground check
|
||||
isGrounded = false;
|
||||
groundRay = new Ray(moveController.transform.position, Vector3.down);
|
||||
|
||||
if (Physics.Raycast(groundRay, out groundHit, moveController.height + groundCheckDistance) && !jumpPressed ) //&& Time.time >= lastTimeJumped + jumpGroundingPreventionTime) // only try to detect ground if it's been a short amount of time since last jump; otherwise we may snap to the ground instantly after we try jumping
|
||||
{
|
||||
// Only consider this a valid ground hit if the ground normal goes in the same direction as the character up
|
||||
if (Vector3.Dot(groundHit.normal, transform.up) > 0f)
|
||||
{
|
||||
isGrounded = true;
|
||||
// handle snapping to the ground
|
||||
if (groundHit.distance > moveController.skinWidth && !grapple.isGrappled)
|
||||
{
|
||||
moveController.Move(Vector3.down * groundHit.distance);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
////
|
||||
|
||||
////Ragdoll Functions
|
||||
//Player Gets Hit
|
||||
public void GetHit(Vector3 dir, float force){
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
if(firstHit == false){
|
||||
EnableRagdoll();
|
||||
dir.Normalize();
|
||||
rB.AddForce(dir * force, ForceMode.Impulse);
|
||||
firstHit = true;
|
||||
}
|
||||
}
|
||||
|
||||
//Enable Ragdoll and update all related variables
|
||||
private void EnableRagdoll(){
|
||||
ragTime = pStats.RecovTime;
|
||||
prevRot = transform.localEulerAngles;
|
||||
capCol.enabled = true;
|
||||
moveController.enabled = false;
|
||||
rB.isKinematic = false;
|
||||
rB.detectCollisions = true;
|
||||
}
|
||||
|
||||
//Disable Ragdoll and revert all ragdoll variables
|
||||
private void DisableRagdoll(){
|
||||
capCol.enabled = false;
|
||||
moveController.enabled = true;
|
||||
rB.isKinematic = true;
|
||||
rB.detectCollisions = false;
|
||||
transform.localEulerAngles = prevRot;
|
||||
CancelMomentum();
|
||||
}
|
||||
|
||||
//When to begin the ragdoll timer
|
||||
private float RagdollTimer(){
|
||||
if(beginRagTimer == false){
|
||||
beginRagTimer = Physics.Raycast(transform.position, -Vector3.up, distToGround + 1f);
|
||||
}
|
||||
|
||||
else if(ragTime <= 0){
|
||||
ragTime = 0;
|
||||
beginRagTimer = false;
|
||||
}
|
||||
|
||||
if(beginRagTimer == true){
|
||||
ragTime -= Time.deltaTime;
|
||||
}
|
||||
|
||||
return ragTime;
|
||||
}
|
||||
////
|
||||
|
||||
//// Respawn and Relocation Functions
|
||||
//Respawn timer
|
||||
private IEnumerator RespawnTimer(){
|
||||
float duration = 2f;
|
||||
float normalizedTime = 0;
|
||||
while (normalizedTime <= 1f)
|
||||
{
|
||||
normalizedTime += Time.deltaTime / duration;
|
||||
yield return null;
|
||||
}
|
||||
moveController.enabled = true;
|
||||
}
|
||||
|
||||
//Teleports player to new location
|
||||
public void TeleportPlayer(Vector3 position, Quaternion rotation = new Quaternion()){
|
||||
transform.position = position;
|
||||
transform.rotation = rotation;
|
||||
}
|
||||
////
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 77da7821cb08097418fbac702ac00f93
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user