Merge branch 'MelbySprint5-2'

This commit is contained in:
Melbyj1125 2021-12-10 13:19:11 -06:00
commit 6b893f8a77
14 changed files with 649 additions and 218 deletions

View File

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@ -4,16 +4,17 @@ using UnityEngine;
public class Bumper : MonoBehaviour {
public float bumpPower = 30;
// Is called whenever something collides with the bumper
void OnTriggerEnter(Collider other) {
Debug.Log("Bump!");
if (other.tag == "Player") {//Checks if the other object is the player
Debug.Log("doing thing");
float DirBumpX = other.GetComponent<dPlayerMovement>().vel.x * -1;//Inverts the Player Velocity x
float DirBumpZ = other.GetComponent<dPlayerMovement>().vel.z * -1;//Inverts the Player Velocity y
Vector3 DirBump = new Vector3(DirBumpX, .01f, DirBumpZ);//Creates a direction to launch the player
void OnTriggerEnter(Collider objectHit) {
if (objectHit.tag == "Player") {//Checks if the other object is the player
dPlayerMovement playerMovement = objectHit.GetComponent<dPlayerMovement>();
float DirBumpX = playerMovement.vel.x * -1;//Inverts the Player Velocity x
float DirBumpZ = playerMovement.vel.z * -1;//Inverts the Player Velocity y
Vector3 DirBump = new Vector3(DirBumpX, .1f, DirBumpZ);//Creates a direction to launch the player
DirBump = Vector3.Normalize(DirBump);//Normalizes the vector to be used as a bump direction
other.GetComponent<dPlayerMovement>().GetHit(DirBump, 50); //Launches tthe player directly away from the bumper
playerMovement.GetHit(DirBump, bumpPower); //Launches tthe player directly away from the bumper
}
}
}

View File

@ -16,13 +16,19 @@ public class dDash : NetworkBehaviour{
float dashSpeed = 12;
CharacterController characterController;
dPlayerMovement pMove;
void Start(){
characterController = this.gameObject.GetComponent<CharacterController>();
pMove = GetComponent<dPlayerMovement>();
}
//UPDATE CHECK FOR MOVEMENT ONLY WHEN DASHING
void FixedUpdate(){
if(pMove.pStats.HasDash) Dash();
}
void Dash(){
//if (!IsLocalPlayer) { return; }
if(characterController.enabled == true){
if (Input.GetKeyDown(KeyCode.E) && isOnCoolDown == false)

View File

@ -84,9 +84,9 @@ public class dGrapplingHook : NetworkBehaviour
if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) > ropeLength)
{
//Impact Based
playerMovement.AddImpact((hookPoint.transform.position - gameObject.transform.position), pStats.PlayerGrav);
//playerMovement.AddImpact((hookPoint.transform.position - gameObject.transform.position), pStats.PlayerGrav*2);
//Character controller move?
//movementController.Move((hookPoint.transform.position - gameObject.transform.position).normalized * ropeLength*Time.deltaTime);
movementController.Move((hookPoint.transform.position - gameObject.transform.position).normalized * ropeLength * 10 *Time.deltaTime);
//Lerp? or another smoother way? Better physics? Wait until refinement to deal with
}
}

View File

@ -112,13 +112,11 @@ public class dWallRun : NetworkBehaviour
{
elapsedTimeSinceWallDetatch = 0;
elapsedTimeSinceWallAttach += Time.deltaTime;
playerMovementController.AddPlayerVelocity((Vector3.down * wallGravityDownForce * Time.deltaTime));
}
else
{
elapsedTimeSinceWallAttach = 0;
elapsedTimeSinceWallDetatch += Time.deltaTime;
playerMovementController.AddPlayerVelocity((Vector3.down * playerMovementController.pStats.PlayerGrav * Time.deltaTime));
}
}

View File

@ -18,6 +18,7 @@ public class dPlayerMovement : NetworkBehaviour
private Vector3 moveZ;
private Vector3 moveX;
private Vector3 driftVel;
private Vector3 lerpY;
//Player prefab
private GameObject parentObj;
@ -26,12 +27,19 @@ public class dPlayerMovement : NetworkBehaviour
private CharacterController moveController;
//Jump value
public int curJumpNum;
private bool jumpPressed;
public int curJumpNum; // current Jumps used
private bool jumpHeld; // Is jump being held
float coyJumpTimer = 0.1f; // Default Coyote Jump time
float curCoyJumpTimer; // current Coyote Jump time
public float lowJumpMultiplier; // Short jump multiplier
public float fallMultiplier; // High Jump Multiplier
private float g = 0; // the y velocity
//Glide Values
bool tempSet = false;
float tempTraction = 0.0f;
//Jump physics
//Impact physics
private float mass = 5.0F; // defines the character mass
private Vector3 impact = Vector3.zero;
private float distToGround;
@ -49,7 +57,6 @@ public class dPlayerMovement : NetworkBehaviour
private RaycastHit groundHit;
//Camera Variables
private LayerMask ignoreP;
private Vector3 camRotation;
public Camera cam;
@ -87,21 +94,24 @@ public class dPlayerMovement : NetworkBehaviour
void Awake()
{
//Initialize Components
moveController = GetComponent<CharacterController>();
rB = GetComponent<Rigidbody>();
capCol = GetComponent<CapsuleCollider>();
pStats = GetComponent<PlayerStats>();
//Initialize Player Components
moveController = GetComponent<CharacterController>(); // Character Controller
rB = GetComponent<Rigidbody>(); //Rigid Body
capCol = GetComponent<CapsuleCollider>(); // Capsule Collider
capCol.enabled = false;
parentObj = transform.parent.gameObject;
animator = GetComponent<Animator>();
capCol.enabled = false;
//Wallrun
wallRun = gameObject.GetComponent<dWallRun>();
//Initialize Scripts
pStats = GetComponent<PlayerStats>(); // PlayerStats
wallRun = GetComponent<dWallRun>(); //Wallrun
blink = GetComponent<dBlink>(); //Blink
blink = gameObject.GetComponent<dBlink>();
//Get parents up direction
up = GetComponentInParent<Transform>().up;
up = this.gameObject.GetComponentInParent<Transform>().up;
//Coyote Timer Initialization
curCoyJumpTimer = coyJumpTimer;
}
void Start()
@ -126,58 +136,34 @@ public class dPlayerMovement : NetworkBehaviour
// Otherwise we let the server handle moving us
//if (!IsLocalPlayer) { return; }
//Controls for camera
if(cam.enabled){
Rotation();
}
if(cam.enabled) Rotation();
else Debug.Log("Cam Disabled");
//Allow Movement when moveController is enabled
if(moveController.enabled == true){
//input controls for movement
InputController();
//if suffiecient impact magnitude is applied then move player
//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);
}
else{
if (RagdollTimer() == 0){
//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
vel.y -= pStats.PlayerGrav * Time.deltaTime;
rB.AddForce(new Vector3(0,vel.y,0));
//Debug.LogWarning("MoveController is either Disabled or wasn't retrieved correctly");
g -= pStats.PlayerGrav * Time.deltaTime;
rB.AddForce(new Vector3(0,g,0));
}
//TEMP FOR TESTING RAGDOLL
//Right Click to ragdoll the player
// if (Input.GetMouseButton(1) && heldDown == false){
// getHit(new Vector3(vel.x, 0, vel.z), 30);
// heldDown = true;
// }
// if(!Input.GetMouseButton(1)){
// heldDown = false;
// }
if(pStats.HasBlink == true){
blink.BlinkMove();
}
//TEMP FOR TESTING
//Checks if player should respawn
//Respawn();
}
@ -190,7 +176,6 @@ public class dPlayerMovement : NetworkBehaviour
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();
@ -198,15 +183,14 @@ public class dPlayerMovement : NetworkBehaviour
//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
Gravity();
driftVel = Vector3.Lerp(driftVel, vel, pStats.Traction * Time.deltaTime);
//Moving outside basic wasd
//Jump Function
//Gravity and Jump calculations
UpdateGravity();
Jump();
Vector3 moveY = new Vector3(0,g,0);
//Slide Function
Slide();
@ -225,7 +209,7 @@ public class dPlayerMovement : NetworkBehaviour
}
//Move Player
moveController.Move(driftVel);
moveController.Move(driftVel + (moveY * Time.deltaTime));
}
@ -264,9 +248,9 @@ public class dPlayerMovement : NetworkBehaviour
//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;
@ -278,82 +262,102 @@ public class dPlayerMovement : NetworkBehaviour
private void Jump()
{
//If space/south gamepad button is pressed apply an upwards force to the player
if (Input.GetAxis("Jump") != 0 && !jumpPressed && curJumpNum + 1 < pStats.JumpNum && !isSliding)
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && !isSliding)
{
if(wallRun.IsWallRunning()){
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 1.3f);
AddImpact(transform.up, pStats.JumpPow);
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 20f);
g = pStats.JumpPow;
}
else{
AddImpact(transform.up, pStats.JumpPow);
g = pStats.JumpPow;
}
curJumpNum++;
jumpPressed = true;
jumpHeld = true;
}
//Last time Jumped
lastTimeJumped = Time.time;
//If grounded no jumps have been used
if(isGrounded){
curJumpNum = 0;
}
//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 space/south face gamepad button isn't being pressed then jump is false
if (Input.GetAxis("Jump") == 0) jumpPressed = false;
if (Input.GetAxis("Jump") == 0){
jumpHeld = false;
}
}
//PlayerScript
//Get and update PlayerValues for other scripts
//Get jumpHeld
public bool GetJumpPressed(){
return jumpPressed;
return jumpHeld;
}
//Get player cam
public Camera GetPlayerCamera()
{
return cam;
}
//Update Player Velocity
public void AddPlayerVelocity(Vector3 additiveVelocity)
{
vel += additiveVelocity;
}
//Set Player Velocity
public void SetPlayerVelocity(Vector3 newVelocity)
{
vel = newVelocity;
}
//Reduce player Jump
public void decrementCurrentJumpNumber()
{
curJumpNum--;
}
//Camera and Player Rotation
//Camera and player rotation
private void Rotation()
{
//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 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 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;
//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;
}
}
}
@ -363,7 +367,7 @@ public class dPlayerMovement : NetworkBehaviour
//Respawns player if they fall below a certain point
private void Respawn()
{
if (transform.position.y < -1)
if (transform.position.y < -5)
{
transform.position = new Vector3(1f, 3f, 1f);
}
@ -371,35 +375,71 @@ public class dPlayerMovement : NetworkBehaviour
//Gravity Function for adjusting y-vel due to wallrun/glide/etc
private void Gravity(){
//Gravity Function for adjusting y-vel due to wallrun/glide/etc
private void UpdateGravity(){
//Gliding
if(jumpPressed && pStats.HasGlider){
vel.y -= (pStats.PlayerGrav-18) * Time.deltaTime;
if(pStats.HasGlider && g < 0 && jumpHeld){
//Gravity with glider
GravityCalculation(10);
//Set temp values to put traction back to normal
if(tempSet == false){
tempTraction = pStats.Traction;
pStats.Traction = 1.0f;
tempSet = true;
}
}
else if(!jumpPressed && pStats.HasGlider){
//Wallrunning
else if (pStats.HasWallrun) {
//Run wall run script
wallRun.WallRunRoutine();
//if wallrunning apply different gravity
if(wallRun.IsWallRunning()){
GravityCalculation(4);
}
//Normal gravity if not wallrunning
else{
GravityCalculation(pStats.PlayerGrav);
}
}
else{
//if temporary values have been set restore them back to the normal values
if(tempSet == true){
pStats.Traction = tempTraction;
tempSet = false;
}
//Normal Gravity
vel.y -= pStats.PlayerGrav * Time.deltaTime;
//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;
}
//Wallrunning
else if (pStats.HasWallrun) { wallRun.WallRunRoutine(); } //adjusted later if we are wallrunning
//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){
g -= grav * Time.deltaTime;
}
//else don't apply gravity
else{
vel.y -= pStats.PlayerGrav * Time.deltaTime;
g = 0;
}
}
@ -409,10 +449,12 @@ public class dPlayerMovement : NetworkBehaviour
{
// 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)) //&& 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
if (Physics.Raycast(groundRay, out groundHit, moveController.height + groundCheckDistance) && !jumpHeld ) //&& 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)
@ -484,6 +526,7 @@ public class dPlayerMovement : NetworkBehaviour
pStats.Traction = 0.01f;
}
transform.Rotate(Vector3.forward * -sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
pStats.Traction += .004f;
}
else{
@ -491,20 +534,40 @@ public class dPlayerMovement : NetworkBehaviour
}
//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 slidding
//if nothing is above the object, stop sliding
if (Physics.Raycast(this.gameObject.transform.position, up, out ray, 5f) == false)
{
this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x + 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
this.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
isSliding = false;
moveController.height = 2.0f;
pStats.Traction = originalTraction;
}
else{
Debug.Log("Object above you");
}
}
}
public void CancelMomentum()
{
pStats.CurVel = 0;
vel = Vector3.zero;
moveX = Vector3.zero;
moveZ = Vector3.zero;
moveController.enabled = false;
}
private IEnumerator RespawnTimer()
{
float duration = 2f;
float normalizedTime = 0;
while (normalizedTime <= 1f)
{
normalizedTime += Time.deltaTime / duration;
yield return null;
}
moveController.enabled = true;
}
}

View File

@ -32,7 +32,7 @@ public class GrapplingHook : NetworkBehaviour
// Update is called once per frame
void Update()
{
//if (!IsLocalPlayer) { return; }
if (!IsLocalPlayer) { return; }
if (Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) //If grapple button is hit
{

View File

@ -112,13 +112,11 @@ public class WallRun : NetworkBehaviour
{
elapsedTimeSinceWallDetatch = 0;
elapsedTimeSinceWallAttach += Time.deltaTime;
playerMovementController.AddPlayerVelocity((Vector3.down * wallGravityDownForce * Time.deltaTime));
}
else
{
elapsedTimeSinceWallAttach = 0;
elapsedTimeSinceWallDetatch += Time.deltaTime;
playerMovementController.AddPlayerVelocity((Vector3.down * playerMovementController.pStats.PlayerGrav * Time.deltaTime));
}
}

View File

@ -19,7 +19,7 @@ MonoBehaviour:
minVelM: 0
curVelM: 0
accM: 0
jumpPowM: 100
jumpPowM: 10
jumpNumM: 0
tractionM: 0
kickPowM: 0

View File

@ -19,7 +19,7 @@ MonoBehaviour:
minVelM: 0
curVelM: 0
accM: 0
jumpPowM: -50
jumpPowM: -5
jumpNumM: 1
tractionM: 0
kickPowM: 0

View File

@ -18,6 +18,7 @@ public class PlayerMovement : NetworkBehaviour
private Vector3 moveZ;
private Vector3 moveX;
private Vector3 driftVel;
private Vector3 lerpY;
//Player prefab
private GameObject parentObj;
@ -26,16 +27,24 @@ public class PlayerMovement : NetworkBehaviour
private CharacterController moveController;
//Jump value
public int curJumpNum;
private bool jumpPressed;
public int curJumpNum; // current Jumps used
private bool jumpHeld; // Is jump being held
float coyJumpTimer = 0.2f; // Default Coyote Jump time
float curCoyJumpTimer; // current Coyote Jump time
public float lowJumpMultiplier; // Short jump multiplier
public float fallMultiplier; // High Jump Multiplier
private float g = 0; // the y velocity
//Glide Values
bool tempSet = false;
float tempTraction = 0.0f;
//Jump physics
//Impact physics
private float mass = 5.0F; // defines the character mass
private Vector3 impact = Vector3.zero;
private float distToGround;
//Wallrunning
private WallRun wallRun;
@ -49,7 +58,6 @@ public class PlayerMovement : NetworkBehaviour
private RaycastHit groundHit;
//Camera Variables
private LayerMask ignoreP;
private Vector3 camRotation;
public Camera cam;
@ -78,25 +86,32 @@ public class PlayerMovement : NetworkBehaviour
private Vector3 up;
private bool qDown;
//Kick Variables
//Blink
private Blink blink;
void Awake()
{
//Initialize Components
moveController = GetComponent<CharacterController>();
rB = GetComponent<Rigidbody>();
capCol = GetComponent<CapsuleCollider>();
pStats = GetComponent<PlayerStats>();
parentObj = transform.parent.gameObject;
//Initialize Player Components
moveController = GetComponent<CharacterController>(); // Character Controller
rB = GetComponent<Rigidbody>(); //Rigid Body
capCol = GetComponent<CapsuleCollider>(); // Capsule Collider
capCol.enabled = false;
//Wallrun
wallRun = gameObject.GetComponent<WallRun>();
up = this.gameObject.GetComponentInParent<Transform>().up;
parentObj = transform.parent.gameObject;
//Initialize Scripts
pStats = GetComponent<PlayerStats>(); // PlayerStats
wallRun = GetComponent<WallRun>(); //Wallrun
blink = GetComponent<Blink>(); //Blink
//Get parents up direction
up = GetComponentInParent<Transform>().up;
//Coyote Timer Initialization
curCoyJumpTimer = coyJumpTimer;
}
void Start()
{
distToGround = GetComponent<Collider>().bounds.extents.y;
@ -111,6 +126,8 @@ public class PlayerMovement : NetworkBehaviour
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void FixedUpdate()
{
@ -118,46 +135,42 @@ public class PlayerMovement : NetworkBehaviour
// Otherwise we let the server handle moving us
if (!IsLocalPlayer) { return; }
//Controls for camera
if(cam.enabled){
Rotation();
}
if(cam.enabled) Rotation();
else Debug.Log("Cam Disabled");
//Allow Movement when moveController is enabled
if(moveController.enabled == true){
//input controls for movement
InputController();
//if suffiecient impact magnitude is applied then move player
//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);
}
else{
if (RagdollTimer() == 0){
//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
vel.y -= pStats.PlayerGrav * Time.deltaTime;
rB.AddForce(new Vector3(0,vel.y,0));
//Debug.LogWarning("MoveController is either Disabled or wasn't retrieved correctly");
g -= pStats.PlayerGrav * Time.deltaTime;
rB.AddForce(new Vector3(0,g,0));
}
//TEMP FOR TESTING
//Checks if player should respawn
Respawn();
//Respawn();
}
//Reads inputs and moves player
private void InputController()
{
@ -165,7 +178,6 @@ public class PlayerMovement : NetworkBehaviour
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();
@ -173,23 +185,23 @@ public class PlayerMovement : NetworkBehaviour
//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
Gravity();
//Adds persisting momentum to player
driftVel = Vector3.Lerp(driftVel, vel, pStats.Traction * Time.deltaTime);
//Moving outside basic wasd
//Jump Function
//Gravity and Jump calculations
UpdateGravity();
Jump();
Vector3 moveY = new Vector3(0,g,0);
//Slide Function
Slide();
//Move Player
moveController.Move(driftVel);
moveController.Move(driftVel + (moveY * Time.deltaTime));
}
//Calculates speed current player needs to be going
public float PlayerSpeed()
{
@ -199,18 +211,21 @@ public class PlayerMovement : NetworkBehaviour
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
{
@ -226,6 +241,7 @@ public class PlayerMovement : NetworkBehaviour
{
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;
@ -236,73 +252,86 @@ public class PlayerMovement : NetworkBehaviour
//Jump Function
private void Jump()
{
//If space is pressed apply an upwards force to the player
if ((Input.GetAxis("Jump") != 0) && !jumpPressed && curJumpNum + 1 < pStats.JumpNum && !isSliding)
//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 * 1.3f);
AddImpact(transform.up, pStats.JumpPow);
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 20f);
g = pStats.JumpPow;
}
else{
AddImpact(transform.up, pStats.JumpPow);
g = pStats.JumpPow;
}
curJumpNum++;
jumpPressed = true;
jumpHeld = true;
}
//Last time Jumped
lastTimeJumped = Time.time;
//If grounded no jumps have been used
//If grounded no jumps have been used and coyote Timer is refreshed
if(isGrounded){
curJumpNum = 0;
}
curCoyJumpTimer = coyJumpTimer;
curJumpNum = 0;
}
//else start the coyote timer
else curCoyJumpTimer -= Time.deltaTime;
//If space isn't being pressed then jump is false
if (Input.GetAxis("Jump") == 0) jumpPressed = false;
//if jump is being held coyote timer is zero
if(jumpHeld) curCoyJumpTimer = 0;
//If space/south face gamepad button isn't being pressed then jump is false
if (Input.GetAxis("Jump") == 0){
jumpHeld = false;
}
}
//PlayerScript
//Get and update PlayerValues for other scripts
//Get jumpHeld
public bool GetJumpPressed(){
return jumpPressed;
return jumpHeld;
}
//Get player cam
public Camera GetPlayerCamera()
{
return cam;
}
//Update Player Velocity
public void AddPlayerVelocity(Vector3 additiveVelocity)
{
vel += additiveVelocity;
}
//Set Player Velocity
public void SetPlayerVelocity(Vector3 newVelocity)
{
vel = newVelocity;
}
//Camera and Player Rotation
//Reduce player Jump
public void decrementCurrentJumpNumber()
{
curJumpNum--;
}
//Camera
//Camera and player rotation
private void Rotation()
{
Vector3 lastCamPos = new Vector3(0,0,0);
Vector3 rotOffset = transform.localEulerAngles;
//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"));
@ -315,6 +344,7 @@ public class PlayerMovement : NetworkBehaviour
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;
@ -330,7 +360,7 @@ public class PlayerMovement : NetworkBehaviour
//Respawns player if they fall below a certain point
private void Respawn()
{
if (transform.position.y < -1)
if (transform.position.y < -5)
{
transform.position = new Vector3(1f, 3f, 1f);
}
@ -338,35 +368,71 @@ public class PlayerMovement : NetworkBehaviour
//Gravity Function for adjusting y-vel due to wallrun/glide/etc
private void Gravity(){
//Gravity Function for adjusting y-vel due to wallrun/glide/etc
private void UpdateGravity(){
//Gliding
if(jumpPressed && pStats.HasGlider){
vel.y -= (pStats.PlayerGrav-18) * Time.deltaTime;
if(pStats.HasGlider && g < 0 && jumpHeld){
//Gravity with glider
GravityCalculation(10);
//Set temp values to put traction back to normal
if(tempSet == false){
tempTraction = pStats.Traction;
pStats.Traction = 1.0f;
tempSet = true;
}
}
else if(!jumpPressed && pStats.HasGlider){
//Wallrunning
else if (pStats.HasWallrun) {
//Run wall run script
wallRun.WallRunRoutine();
//if wallrunning apply different gravity
if(wallRun.IsWallRunning()){
GravityCalculation(4);
}
//Normal gravity if not wallrunning
else{
GravityCalculation(pStats.PlayerGrav);
}
}
else{
//if temporary values have been set restore them back to the normal values
if(tempSet == true){
pStats.Traction = tempTraction;
tempSet = false;
}
//Normal Gravity
vel.y -= pStats.PlayerGrav * Time.deltaTime;
//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;
}
//Wallrunning
else if (pStats.HasWallrun) { wallRun.WallRunRoutine(); } //adjusted later if we are wallrunning
//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){
g -= grav * Time.deltaTime;
}
//else don't apply gravity
else{
vel.y -= pStats.PlayerGrav * Time.deltaTime;
g = 0;
}
}
@ -376,10 +442,12 @@ public class PlayerMovement : NetworkBehaviour
{
// 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)) //&& 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
if (Physics.Raycast(groundRay, out groundHit, moveController.height + groundCheckDistance) && !jumpHeld ) //&& 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)
@ -440,7 +508,8 @@ public class PlayerMovement : NetworkBehaviour
//Slide Function
private void Slide(){
if (Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)){
//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;
@ -450,6 +519,7 @@ public class PlayerMovement : NetworkBehaviour
pStats.Traction = 0.01f;
}
transform.Rotate(Vector3.forward * -sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
pStats.Traction += .004f;
}
else{
@ -457,18 +527,17 @@ public class PlayerMovement : NetworkBehaviour
}
//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 slidding
//if nothing is above the object, stop sliding
if (Physics.Raycast(this.gameObject.transform.position, up, out ray, 5f) == false)
{
this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x + 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
this.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
isSliding = false;
moveController.height = 2.0f;
pStats.Traction = originalTraction;
}
else{
Debug.Log("Object above you");
}
}
}

View File

@ -6,14 +6,14 @@ using UnityEngine.Assertions;
public class PlayerStats : MonoBehaviour
{
//Maximum possible player speed
[SerializeField] private float maxVel = 25.0f;
[SerializeField] private float maxVel = 30.0f;
public float MaxVel{
get{ return maxVel; }
set{ maxVel = value; }
}
//Minimum possible player speed
[SerializeField] private float minVel = 2.0f;
[SerializeField] private float minVel = 5.0f;
public float MinVel{
get{ return minVel; }
set{ minVel = value; }
@ -34,7 +34,7 @@ public class PlayerStats : MonoBehaviour
}
//Player Jump power
[SerializeField] private float jumpPow = 300.0f;
[SerializeField] private float jumpPow = 63.0f;
public float JumpPow{
get{ return jumpPow; }
set{ jumpPow = value; }
@ -69,7 +69,7 @@ public class PlayerStats : MonoBehaviour
}
//Gravity Affecting the player
[SerializeField] private float playerGrav = 20.0f;
[SerializeField] private float playerGrav = 200.0f;
public float PlayerGrav{
get{ return playerGrav; }
set{ playerGrav = value; }

View File

@ -12,6 +12,7 @@ TagManager:
- Weather
- destroyable
- RunnerHUD
- GroundCheck
layers:
- Default
- TransparentFX