Merge branch 'UI-Prototypes'

-Merged in better ground check
-Merged in wallrun prototype
This commit is contained in:
Vincent Wheat
2021-10-11 12:48:55 -05:00
11 changed files with 543 additions and 18 deletions

View File

@@ -5,7 +5,7 @@ using UnityEngine.UI;
public class PlayerMovement : MonoBehaviour
{
//Scripts
public PlayerStats pStats;
@@ -28,6 +28,21 @@ public class PlayerMovement : MonoBehaviour
private float mass = 5.0F; // defines the character mass
private Vector3 impact = Vector3.zero;
private float distToGround;
//Bump physics
float mass = 5.0F; // defines the character mass
Vector3 impact = Vector3.zero;
//Wallrunning
private WallRun wallRun;
//Ground Check
public bool isGrounded { get; private set; } //Better custom is grounded
public float groundCheckDistance = 0.05f; //how far away from the ground to not be considered grounded
private float lastTimeJumped = 0f; //Last time the player jumped
const float jumpGroundingPreventionTime = 0.2f; // delay in checking if we are grounded after a jump
const float groundCheckDistanceInAir = 0.07f; //How close we have to get to ground to start checking for grounded again
public LayerMask groundCheckLayers = -1; //Physics layers checked to consider the player grounded
//Camera Variables
private LayerMask ignoreP;
@@ -61,7 +76,11 @@ public class PlayerMovement : MonoBehaviour
beam.endWidth = 0.2f;
//camera transform
cam = Camera.main;
cam = Camera.main.transform;
Cam = Camera.main; //RENAME WHEN CLEANING UP BLINK
//Wallrun
wallRun = gameObject.GetComponent<WallRun>();
}
@@ -96,6 +115,8 @@ public class PlayerMovement : MonoBehaviour
//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
@@ -107,7 +128,7 @@ public class PlayerMovement : MonoBehaviour
vel = moveX + moveZ;
//Gravity
vel.y -= pStats.PlayerGrav * Time.deltaTime;
Gravity();
driftVel = Vector3.Lerp(driftVel, vel, pStats.Traction*Time.deltaTime);
//Jump Function
@@ -119,7 +140,7 @@ public class PlayerMovement : MonoBehaviour
//Calculates speed current player needs to be going
private float PlayerSpeed(){
public float PlayerSpeed(){
//If nothing is pressed speed is 0
if(Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f){
pStats.CurVel = 0.0f;
@@ -161,7 +182,9 @@ public class PlayerMovement : MonoBehaviour
curJumpNum++;
jumpPressed = true;
}
lastTimeJumped = Time.time;
//NEEDS TO BE MASSIVELY CHANGE LIKELY USE RAYCAST TO CHECK IF ACTUALLY ON GROUND
//CANNOT USE CHARACTERCONTROLLER.ISGROUNDED IT IS UNRELIABLE
//If grounded no jumps have been used
@@ -173,9 +196,21 @@ public class PlayerMovement : MonoBehaviour
if(Input.GetAxis("Jump")==0) jumpPressed = false;
}
//Improved IsGrounded
private bool IsGrounded(){
return Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1f, ~ignoreP);
public bool GetJumpPressed() {
return jumpPressed;
}
public Camera GetPlayerCamera() {
return Cam;
}
public void AddPlayerVelocity(Vector3 additiveVelocity) {
vel += additiveVelocity;
}
public void SetPlayerVelocity(Vector3 newVelocity)
{
vel = newVelocity;
}
//Camera
@@ -199,7 +234,62 @@ public class PlayerMovement : MonoBehaviour
}
}
//Gravity Function for adjusting y-vel due to wallrun/glide/etc
private void Gravity(){
//Normal Gravity
vel.y -= pStats.PlayerGrav * Time.deltaTime;
//Wallrunning
if (pStats.HasWallrun) { wallRun.WallRunRoutine(); } //adjusted later if we are wallrunning
//If gliding
//Go down slowly
}
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;
Vector3 groundNormal = Vector3.up;
// 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
if (Time.time >= lastTimeJumped + jumpGroundingPreventionTime)
{
// if we're grounded, collect info about the ground normal with a downward capsule cast representing our character capsule
if (Physics.CapsuleCast(GetCapsuleBottomHemisphere(), GetCapsuleTopHemisphere(moveController.height), moveController.radius, Vector3.down, out RaycastHit hit, chosenGroundCheckDistance, groundCheckLayers, QueryTriggerInteraction.Ignore))
{
// storing the upward direction for the surface found
groundNormal = hit.normal;
// Only consider this a valid ground hit if the ground normal goes in the same direction as the character up
// and if the slope angle is lower than the character controller's limit
if (Vector3.Dot(hit.normal, transform.up) > 0f && IsNormalUnderSlopeLimit(groundNormal))
{
isGrounded = true;
// handle snapping to the ground
if (hit.distance > moveController.skinWidth)
{
moveController.Move(Vector3.down * hit.distance);
}
}
}
}
}
private bool IsNormalUnderSlopeLimit(Vector3 normal){ // Returns true if the slope angle represented by the given normal is under the slope angle limit of the character controller
return Vector3.Angle(transform.up, normal) <= moveController.slopeLimit;
}
private Vector3 GetCapsuleBottomHemisphere(){ // Gets the center point of the bottom hemisphere of the character controller capsule
return transform.position + (transform.up * moveController.radius);
}
private Vector3 GetCapsuleTopHemisphere(float atHeight){ // Gets the center point of the top hemisphere of the character controller capsule
return transform.position + (transform.up * (atHeight - moveController.radius));
}
//ADJUST SO DISTANCE IS DETERMINED BY SCROLL WHEEL
//blinks the player forwards