mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-23 10:54:24 -05:00
Wallrun Updates
-WallRunItem made for equipping/unequipping wall run -Added Method to PlayerInventory for trying to add special items as items -Added better method for checking if player isGrounded to PlayerMovement -Added a setup file for preconfiguring player loadouts -Added complex wallrun file as a work in progress to allow for robust polished wallrun mechanic
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@@ -30,16 +30,17 @@ public class PlayerMovement : MonoBehaviour
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Vector3 impact = Vector3.zero;
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//Wallrunning
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public float minimumWallrunningHeight = 1.75f;
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public float maximumDistanceToWall = 0.75f;
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private Vector3[] directions = new Vector3[]{
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Vector3.right,
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Vector3.right+Vector3.forward,
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Vector3.forward,
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Vector3.left+Vector3.forward,
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Vector3.left
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};
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private WallRun wallRun;
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//Ground Check
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public bool isGrounded { get; private set; } //Better custom is grounded
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public float groundCheckDistance = 0.05f; //how far away from the ground to not be considered grounded
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private float lastTimeJumped = 0f; //Last time the player jumped
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const float jumpGroundingPreventionTime = 0.2f; // delay in checking if we are grounded after a jump
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const float groundCheckDistanceInAir = 0.07f; //How close we have to get to ground to start checking for grounded again
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public LayerMask groundCheckLayers = -1; //Physics layers checked to consider the player grounded
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//Camera Variables
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private Vector3 camRotation;
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private Transform cam;
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@@ -73,6 +74,9 @@ public class PlayerMovement : MonoBehaviour
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//camera transform
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cam = Camera.main.transform;
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Cam = Camera.main; //RENAME WHEN CLEANING UP BLINK
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//Wallrun
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wallRun = gameObject.GetComponent<WallRun>();
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}
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void Start(){
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@@ -104,6 +108,8 @@ public class PlayerMovement : MonoBehaviour
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//Reads inputs and moves player
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private void InputController(){
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//Check if player is grounded before each frame
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GroundCheck();
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//Keyboard inputs
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//Checks if movement keys have been pressed and calculates correct vector
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@@ -115,21 +121,18 @@ public class PlayerMovement : MonoBehaviour
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vel = moveX + moveZ;
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//Gravity
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vel.y -= pStats.PlayerGrav * Time.deltaTime;
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Gravity();
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driftVel = Vector3.Lerp(driftVel, vel, pStats.Traction*Time.deltaTime);
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//Jump Function
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Jump();
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//Gravity
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vel.y -= Gravity();
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moveController.Move(driftVel);
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}
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//Calculates speed current player needs to be going
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private float PlayerSpeed(){
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public float PlayerSpeed(){
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//If nothing is pressed speed is 0
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if(Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f){
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pStats.CurVel = 0.0f;
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@@ -167,7 +170,9 @@ public class PlayerMovement : MonoBehaviour
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curJumpNum++;
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jumpPressed = true;
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}
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lastTimeJumped = Time.time;
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//NEEDS TO BE MASSIVELY CHANGE LIKELY USE RAYCAST TO CHECK IF ACTUALLY ON GROUND
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//CANNOT USE CHARACTERCONTROLLER.ISGROUNDED IT IS UNRELIABLE
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//If grounded no jumps have been used
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@@ -177,7 +182,22 @@ public class PlayerMovement : MonoBehaviour
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if(Input.GetAxis("Jump")==0) jumpPressed = false;
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}
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public bool GetJumpPressed() {
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return jumpPressed;
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}
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public Camera GetPlayerCamera() {
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return Cam;
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}
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public void AddPlayerVelocity(Vector3 additiveVelocity) {
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vel += additiveVelocity;
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}
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public void SetPlayerVelocity(Vector3 newVelocity)
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{
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vel = newVelocity;
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}
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//Camera
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private void Rotate()
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@@ -201,32 +221,61 @@ public class PlayerMovement : MonoBehaviour
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}
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//Gravity Function for adjusting y-vel due to wallrun/glide/etc
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private float Gravity(){
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private void Gravity(){
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//Normal Gravity
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vel.y -= pStats.PlayerGrav * Time.deltaTime;
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//Wallrunning
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if (!moveController.isGrounded && Input.GetAxisRaw("Vertical") != 0) { //If in the air, and moving forward
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RaycastHit hit;
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Physics.Raycast(moveController.transform.position, Vector3.down, out hit);
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if (hit.distance > minimumWallrunningHeight) //If distance from player to ground is > min ground height
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{
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foreach (Vector3 direction in directions)
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{ //For each direction we can wallrun in
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Ray ray = new Ray(moveController.transform.position, direction); //Cast a Ray to see if we are by a wall
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if (Physics.Raycast(ray, out hit, maximumDistanceToWall)) //If the ray hits a wallrun wall
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{
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if (hit.collider.tag == "WallRun")
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{
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return 0; //Don't fall down
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}
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}
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}
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}
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}
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if (pStats.HasWallrun) { wallRun.WallRunRoutine(); } //adjusted later if we are wallrunning
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//If gliding
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//Go down slowly
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//Else normal gravity
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return pStats.PlayerGrav * Time.deltaTime;
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}
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void GroundCheck()
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{
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// Make sure that the ground check distance while already in air is very small, to prevent suddenly snapping to ground
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float chosenGroundCheckDistance = isGrounded ? (moveController.skinWidth + groundCheckDistance) : groundCheckDistanceInAir;
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// reset values before the ground check
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isGrounded = false;
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Vector3 groundNormal = Vector3.up;
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// 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
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if (Time.time >= lastTimeJumped + jumpGroundingPreventionTime)
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{
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// if we're grounded, collect info about the ground normal with a downward capsule cast representing our character capsule
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if (Physics.CapsuleCast(GetCapsuleBottomHemisphere(), GetCapsuleTopHemisphere(moveController.height), moveController.radius, Vector3.down, out RaycastHit hit, chosenGroundCheckDistance, groundCheckLayers, QueryTriggerInteraction.Ignore))
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{
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// storing the upward direction for the surface found
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groundNormal = hit.normal;
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// Only consider this a valid ground hit if the ground normal goes in the same direction as the character up
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// and if the slope angle is lower than the character controller's limit
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if (Vector3.Dot(hit.normal, transform.up) > 0f && IsNormalUnderSlopeLimit(groundNormal))
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{
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isGrounded = true;
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// handle snapping to the ground
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if (hit.distance > moveController.skinWidth)
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{
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moveController.Move(Vector3.down * hit.distance);
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}
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}
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}
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}
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}
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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
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return Vector3.Angle(transform.up, normal) <= moveController.slopeLimit;
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}
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private Vector3 GetCapsuleBottomHemisphere(){ // Gets the center point of the bottom hemisphere of the character controller capsule
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return transform.position + (transform.up * moveController.radius);
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}
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private Vector3 GetCapsuleTopHemisphere(float atHeight){ // Gets the center point of the top hemisphere of the character controller capsule
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return transform.position + (transform.up * (atHeight - moveController.radius));
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}
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//ADJUST SO DISTANCE IS DETERMINED BY SCROLL WHEEL
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//blinks the player forwards
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