Implemented Item Scripts into objects

Implemented Ragdoll kinda
There are some issues with getting hit while ragdolling that need to be
fixed
Adjusted Dash
Dash still needs some adjustments before being fully implemented
This commit is contained in:
Melbyj1125
2021-10-25 03:38:56 -05:00
parent cc99ababff
commit 702bb555f0
33 changed files with 290 additions and 319 deletions

View File

@@ -24,13 +24,14 @@ public class PlayerMovement : MonoBehaviour
//Jump value
private int curJumpNum;
private bool jumpPressed;
bool tempSet = false;
float tempTraction = 0.0f;
//Jump physics
private float mass = 5.0F; // defines the character mass
private Vector3 impact = Vector3.zero;
private float distToGround;
//Wallrunning
private WallRun wallRun;
@@ -43,7 +44,6 @@ public class PlayerMovement : MonoBehaviour
private Ray groundRay;
private RaycastHit groundHit;
//Camera Variables
private LayerMask ignoreP;
private Vector3 camRotation;
@@ -56,26 +56,20 @@ public class PlayerMovement : MonoBehaviour
[Range(50, 500)]
public int sensitivity = 200;
//Blink Variables
private LineRenderer beam;
private Vector3 origin;
private Vector3 endPoint;
private Vector3 mousePos;
private RaycastHit hit;
/////
//Ragdoll variables
private Vector3 hit;
private Rigidbody rB;
private bool firstHit = false;
private bool heldDown = false;
private Vector3 prevRot;
private Vector3 hitForce;
void Awake()
{
//Initialize Components
moveController = GetComponent<CharacterController>();
rB = GetComponent<Rigidbody>();
pStats = GetComponent<PlayerStats>();
ignoreP = LayerMask.GetMask("Player");
beam = gameObject.AddComponent<LineRenderer>();
beam.startWidth = 0.2f;
beam.endWidth = 0.2f;
beam.enabled = false;
//camera transform
cam = GetComponentInChildren<Camera>();
@@ -84,9 +78,6 @@ public class PlayerMovement : MonoBehaviour
//wallRun = gameObject.GetComponent<WallRun>();
}
void Start()
{
distToGround = GetComponent<Collider>().bounds.extents.y;
@@ -98,7 +89,7 @@ public class PlayerMovement : MonoBehaviour
{
//Controls for camera
Rotate();
Rotation();
if(moveController.enabled == true){
@@ -110,11 +101,34 @@ public class PlayerMovement : MonoBehaviour
// consumes the impact energy each cycle:
impact = Vector3.Lerp(impact, Vector3.zero, 5*Time.deltaTime);
Blink();
}
else{
Debug.Log("MoveController is either Disabled or wasn't retrieved correctly");
//if suffiecient impact magnitude is applied then move player
if (rB.velocity.magnitude < 0.2f){
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");
}
//TESTING RAGDOLL STUFF NEEDS SOME WORk
/*
if (Input.GetMouseButton(1) && heldDown == false){
Debug.Log("yup");
getHit(new Vector3(1,1,1), 2000);
heldDown = true;
}
*/
if(!Input.GetMouseButton(1)){
heldDown = false;
}
//Checks if player should respawn
@@ -207,8 +221,6 @@ public class PlayerMovement : MonoBehaviour
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(isGrounded){
curJumpNum = 0;
@@ -218,6 +230,9 @@ public class PlayerMovement : MonoBehaviour
if (Input.GetAxis("Jump") == 0) jumpPressed = false;
}
//PlayerScript
public bool GetJumpPressed(){
return jumpPressed;
}
@@ -237,8 +252,10 @@ public class PlayerMovement : MonoBehaviour
vel = newVelocity;
}
//Camera
private void Rotate()
//Camera and Player Rotation
private void Rotation()
{
transform.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
@@ -260,13 +277,12 @@ public class PlayerMovement : MonoBehaviour
}
}
//Gravity Function for adjusting y-vel due to wallrun/glide/etc
private void Gravity(){
//Temp Values for Glider
float tempTraction = 0.0f;
bool tempSet = false;
//ADD CHECKER FOR GLIDER WHEN FULLY IMPLEMENTED
//Gliding
if(jumpPressed && pStats.HasGlider){
vel.y -= (pStats.PlayerGrav-18) * Time.deltaTime;
@@ -275,7 +291,6 @@ public class PlayerMovement : MonoBehaviour
pStats.Traction = 1.0f;
tempSet = true;
}
}
else{
@@ -287,13 +302,15 @@ public class PlayerMovement : MonoBehaviour
//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
@@ -316,62 +333,27 @@ public class PlayerMovement : MonoBehaviour
}
}
//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;
//Ragdoll Functions
private void getHit(Vector3 dir, float force){
if(firstHit == false){
EnableRagdoll();
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);
}*/
rB.AddForce(dir * force);
firstHit = true;
}
}
private void EnableRagdoll(){
prevRot = transform.localEulerAngles;
moveController.enabled = false;
rB.isKinematic = false;
rB.detectCollisions = true;
}
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
}
private void DisableRagdoll(){
moveController.enabled = true;
rB.isKinematic = true;
rB.detectCollisions = false;
transform.localEulerAngles = prevRot;
}