mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-23 10:54:24 -05:00
Merge branch 'main' of https://github.com/Lautha1/TheKingsRace
This commit is contained in:
@@ -5,7 +5,7 @@ using UnityEngine.UI;
|
||||
|
||||
public class PlayerMovement : MonoBehaviour
|
||||
{
|
||||
|
||||
|
||||
//Scripts
|
||||
public PlayerStats pStats;
|
||||
|
||||
@@ -14,6 +14,10 @@ public class PlayerMovement : MonoBehaviour
|
||||
//Speed Variables
|
||||
public Vector3 vel;
|
||||
|
||||
private Vector3 moveZ;
|
||||
private Vector3 moveX;
|
||||
private Vector3 driftVel;
|
||||
|
||||
//Character Moving
|
||||
private CharacterController moveController;
|
||||
|
||||
@@ -21,13 +25,28 @@ public class PlayerMovement : MonoBehaviour
|
||||
private int curJumpNum;
|
||||
private bool jumpPressed;
|
||||
|
||||
//Bump physics
|
||||
float mass = 5.0F; // defines the character mass
|
||||
Vector3 impact = Vector3.zero;
|
||||
|
||||
//Jump physics
|
||||
private float mass = 5.0F; // defines the character mass
|
||||
private Vector3 impact = Vector3.zero;
|
||||
private float distToGround;
|
||||
|
||||
|
||||
//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;
|
||||
private Vector3 camRotation;
|
||||
private Transform cam;
|
||||
private Camera cam;
|
||||
|
||||
[Range(-45, -15)]
|
||||
public int minAngle = -30;
|
||||
@@ -35,6 +54,13 @@ public class PlayerMovement : MonoBehaviour
|
||||
public int maxAngle = 45;
|
||||
[Range(50, 500)]
|
||||
public int sensitivity = 200;
|
||||
|
||||
//Blink Variables
|
||||
private LineRenderer beam;
|
||||
private Vector3 origin;
|
||||
private Vector3 endPoint;
|
||||
private Vector3 mousePos;
|
||||
private RaycastHit hit;
|
||||
/////
|
||||
|
||||
void Awake(){
|
||||
@@ -42,23 +68,35 @@ public class PlayerMovement : MonoBehaviour
|
||||
moveController = GetComponent<CharacterController>();
|
||||
pStats = GetComponent<PlayerStats>();
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
ignoreP = LayerMask.GetMask("Player");
|
||||
|
||||
beam = gameObject.AddComponent<LineRenderer>();
|
||||
beam.startWidth = 0.2f;
|
||||
beam.endWidth = 0.2f;
|
||||
|
||||
//camera transform
|
||||
cam = Camera.main.transform;
|
||||
cam = Camera.main;
|
||||
|
||||
//Wallrun
|
||||
wallRun = gameObject.GetComponent<WallRun>();
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Start(){
|
||||
InitializeStats();
|
||||
distToGround = GetComponent<Collider>().bounds.extents.y;
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void FixedUpdate()
|
||||
{
|
||||
void FixedUpdate(){
|
||||
//input controls for movement
|
||||
InputController();
|
||||
|
||||
//Controls for camera
|
||||
Rotate();
|
||||
|
||||
|
||||
//if suffiecient impact magnitude is applied then move player
|
||||
if (impact.magnitude > 0.2F) moveController.Move(impact * Time.deltaTime);
|
||||
|
||||
@@ -67,47 +105,40 @@ public class PlayerMovement : MonoBehaviour
|
||||
|
||||
//Checks if player should respawn
|
||||
Respawn();
|
||||
Blink();
|
||||
|
||||
}
|
||||
|
||||
//REMOVE OR ADJUST ONCE INVENTORY IS IMPLEMENTED
|
||||
//Initializes variables for player when inventory is implemented it would be set there
|
||||
private void InitializeStats(){
|
||||
pStats.MaxVel = 30.0f;
|
||||
pStats.MinVel = 2.0f;
|
||||
pStats.CurVel = 0.0f;
|
||||
pStats.Acc = 0.06f;
|
||||
pStats.JumpPow = 100.0f;
|
||||
pStats.JumpNum = 50;///SET IT LIKE THIS BC OF THE ISSUE WITH ISGROUNDED
|
||||
pStats.Traction = 3.0f;
|
||||
pStats.PlayerGrav= 7.0f;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//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
|
||||
Vector3 moveX = transform.right * Input.GetAxis("Horizontal") * Time.deltaTime * PlayerSpeed();
|
||||
Vector3 moveZ = transform.forward * Input.GetAxis("Vertical") * Time.deltaTime * PlayerSpeed();
|
||||
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;
|
||||
|
||||
if(moveController.isGrounded) curJumpNum = 0;
|
||||
//Gravity
|
||||
Gravity();
|
||||
|
||||
driftVel = Vector3.Lerp(driftVel, vel, pStats.Traction*Time.deltaTime);
|
||||
//Jump Function
|
||||
Jump();
|
||||
|
||||
//Gravity
|
||||
vel.y -= pStats.PlayerGrav * Time.deltaTime;
|
||||
moveController.Move(driftVel);
|
||||
}
|
||||
|
||||
|
||||
moveController.Move(vel);
|
||||
}
|
||||
|
||||
|
||||
//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;
|
||||
@@ -130,6 +161,8 @@ public class PlayerMovement : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//Applies impact in a direction with the given force
|
||||
public void AddImpact(Vector3 dir, float force){
|
||||
dir.Normalize();
|
||||
@@ -137,24 +170,47 @@ public class PlayerMovement : MonoBehaviour
|
||||
impact += dir.normalized * force / mass;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//Jump Function
|
||||
private void Jump(){
|
||||
//If space is pressed apply an upwards force to the player
|
||||
if(Input.GetAxis("Jump") != 0 && !jumpPressed && curJumpNum < pStats.JumpNum){
|
||||
if(Input.GetAxis("Jump") != 0 && !jumpPressed && curJumpNum+1 < pStats.JumpNum){
|
||||
AddImpact(transform.up, pStats.JumpPow);
|
||||
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
|
||||
if(moveController.isGrounded) curJumpNum = 0;
|
||||
// if(IsGrounded()){
|
||||
// curJumpNum = 0;
|
||||
// }
|
||||
|
||||
//If space isn't being pressed then jump is false
|
||||
if(Input.GetAxis("Jump")==0) jumpPressed = false;
|
||||
}
|
||||
|
||||
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
|
||||
private void Rotate()
|
||||
{
|
||||
@@ -163,9 +219,11 @@ public class PlayerMovement : MonoBehaviour
|
||||
camRotation.x -= Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;
|
||||
camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
|
||||
|
||||
cam.localEulerAngles = camRotation;
|
||||
cam.transform.localEulerAngles = camRotation;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//REMOVE WHEN UNNECCESARY
|
||||
//Respawns player if they fall below a certain point
|
||||
private void Respawn(){
|
||||
@@ -174,5 +232,118 @@ 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
|
||||
private void Blink(){
|
||||
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;
|
||||
//disable character controller for a brief second for teleportation
|
||||
//gameObject.GetComponent<CharacterController>().enabled = false;
|
||||
//get
|
||||
Vector3 bump = new Vector3(0, .5f, 0);
|
||||
//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
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user