Did some bugfixing and commented on everything

This commit is contained in:
Melbyj1125
2022-02-17 20:55:23 -06:00
parent e74a1c61c0
commit 820b11dd61
40 changed files with 528 additions and 250 deletions

View File

@@ -15,26 +15,27 @@ public class AerialFallingState : AerialBaseState
public override void UpdateState(AerialStateManager aSM){
//if Grav Vel > 0 then jumping
if(aSM.pStats.GravVel > 0){
if(aSM.pStats.GravVel > 0 && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.JumpingState);
}
//if jump has been pressed and has glider and is in a state that allows it glide
else if(Input.GetButton("Jump") && aSM.pStats.HasGlider && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.GlidingState);
}
//if is grounded then grounded
if(aSM.isGrounded){
else if(aSM.isGrounded){
aSM.SwitchState(aSM.GroundedState);
}
//if is wallrunning ands is in a state that allows it wallrun
if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
else if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.WallRunState);
}
//if grapple is possible and in state that allows it grapple air
if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
else if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.GrappleAirState);
}
}

View File

@@ -22,22 +22,22 @@ public class AerialGlidingState : AerialBaseState
public override void UpdateState(AerialStateManager aSM){
//if not holding jump fall
if(!Input.GetButton("Jump")){
if(!Input.GetButton("Jump") || (aSM.mSM.currentState == aSM.mSM.RagdollState)){
aSM.SwitchState(aSM.FallingState);
}
//if is grounded then grounded
if(aSM.isGrounded){
else if(aSM.isGrounded){
aSM.SwitchState(aSM.GroundedState);
}
//if isWallrunning and in state that allows it wallrun
if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
else if(aSM.isWallRunning){
aSM.SwitchState(aSM.WallRunState);
}
//if can grapple and in state that allows it grapple
if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
else if(aSM.CheckGrapple()){
aSM.SwitchState(aSM.GrappleAirState);
}
}

View File

@@ -17,16 +17,16 @@ public class AerialGroundedState : AerialBaseState
public override void UpdateState(AerialStateManager aSM){
//if grav vel < 0 then falling
if(aSM.pStats.GravVel < 0){
if(aSM.pStats.GravVel < 0 || (aSM.pStats.GravVel > 0 && (aSM.mSM.currentState == aSM.mSM.SlideState || aSM.mSM.currentState == aSM.mSM.RagdollState || aSM.mSM.currentState == aSM.mSM.RecoveringState))){
aSM.SwitchState(aSM.FallingState);
}
//if grav vel > 0 then jumping
else if(aSM.pStats.GravVel > 0){
else if(aSM.pStats.GravVel > 0 && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.JumpingState);
}
//can grapple and in state that allows grapple
if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
else if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.GrappleGroundedState);
}
}

View File

@@ -16,22 +16,22 @@ public class AerialJumpingState : AerialBaseState
public override void UpdateState(AerialStateManager aSM){
//if grav vel < 0 falling
if(aSM.pStats.GravVel < 0){
if(aSM.pStats.GravVel < 0 || aSM.mSM.currentState == aSM.mSM.RagdollState){
aSM.SwitchState(aSM.FallingState);
}
//if is grounded then grounded
if(aSM.isGrounded){
else if(aSM.isGrounded){
aSM.SwitchState(aSM.GroundedState);
}
//if is wall running and in a state that allows it wallrun
if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
else if(aSM.isWallRunning){
aSM.SwitchState(aSM.WallRunState);
}
//if can grapple and in a state that allows it grapple
if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
else if(aSM.CheckGrapple()){
aSM.SwitchState(aSM.GrappleAirState);
}
}

View File

@@ -28,13 +28,11 @@ public class AerialStateManager : NetworkBehaviour
////Objects Sections
GameObject parentObj; // Parent object
public Camera cam; // Camera object
////
////Components Section
public CharacterController moveController; // Character Controller
Rigidbody rB; // Players Rigidbody
CapsuleCollider capCol; // Players Capsule Collider
Animator animator; // Animation Controller
////
@@ -65,43 +63,42 @@ public class AerialStateManager : NetworkBehaviour
RaycastHit groundHit; // ground raycast
//Wallrun
float wallMaxDistance = 3f;
float wallSpeedMultiplier = 1.5f;
float minimumHeight = .1f;
float wallMaxDistance = 3f; // distance to wall that player can attach from
float minimumHeight = .1f; // minimum height player has to be
[Range(0.0f, 1.0f)]
float normalizedAngleThreshold = 0.1f;
float jumpDuration = .02f;
float wallBouncing = 3;
Vector3[] directions;
RaycastHit[] hits;
public bool isWallRunning = false;
Vector3 lastWallPosition;
Vector3 lastWallNormal;
float elapsedTimeSinceJump = 0;
float elapsedTimeSinceWallAttach = 0;
float elapsedTimeSinceWallDetatch = 0;
bool jumping;
float normalizedAngleThreshold = 0.1f; // angle player can attach to wall from
float jumpDuration = .02f; // jump duration
float wallBouncing = 3; // wall bouncing
Vector3[] directions; // cardinal direction to attach to wall
RaycastHit[] hits; // where we hit wall
public bool isWallRunning = false; // if player is wallrunning
Vector3 lastWallPosition; // last wall position
Vector3 lastWallNormal; // last wall normal
float elapsedTimeSinceJump = 0; // time since jump
float elapsedTimeSinceWallAttach = 0; // time since attached to wall
float elapsedTimeSinceWallDetatch = 0; // time since detached
bool jumping; // is player jumping
//Impact Variables
float mass = 5.0F; // mass variable for Impact
Vector3 impact = Vector3.zero; // Impact Vector
//Grapple Variables
public float maxGrabDistance = 30;// Max Distance can cast grapple
public float maxGrabDistance = 50;// Max Distance can cast grapple
public GameObject hookPoint; // Actual Hook points
public GameObject[] hookPoints; // Hook point list
public int hookPointIndex; // Hook point Index
public float distance; // distance of hookpoints
public float maxGrappleDistance = 20; // Max Rope Length
public float maxSwingSpeed = 50;
public float minSwingSpeed = 20;
public float swingAcc = 3f;
public float maxSwingMom = 60;
public bool release = false;
public Vector3 tempRelease;
public Vector3 lerpRelease;
public Vector3 forceDirection;
public bool eHeld;
public float maxGrappleDistance = 25; // Max Rope Length
public float maxSwingSpeed = 50; // max swing speed
public float minSwingSpeed = 20; // min swing speed
public float swingAcc = 3f; // swing acceleration
public float maxSwingMom = 60; // max swing momentum
public bool release = false; // has player ungrappled
public Vector3 tempRelease; // temporary release force vector
public Vector3 lerpRelease; // lerped release force vector
public Vector3 forceDirection; // force direction vector
public bool eHeld; // is e being held
////
void Awake(){
@@ -109,8 +106,6 @@ public class AerialStateManager : NetworkBehaviour
////Initialize Player Components
moveController = GetComponent<CharacterController>(); // set Character Controller
rB = GetComponent<Rigidbody>(); //set Rigid Body
capCol = GetComponent<CapsuleCollider>(); // set Capsule Collider
capCol.enabled = true;
parentObj = transform.parent.gameObject; // set parent object
animator = GetComponent<Animator>(); // set animator
////
@@ -156,11 +151,20 @@ public class AerialStateManager : NetworkBehaviour
//calls any logic in the fixed update state from current state
currentState.FixedUpdateState(this);
//Some functions that need to be active if move controller is active
if(moveController.enabled){
//Allows player to jump
Jump();
//checks ground
GroundCheck();
//Applies downwards movement
DownwardMovement();
//if player has wallrun then do wall run routine
if(pStats.HasWallrun){
WallRunRoutine();
}
@@ -168,7 +172,9 @@ public class AerialStateManager : NetworkBehaviour
//Dissipates Impact
DissipateImpact();
}
else{
//Gravity without moveController
pStats.GravVel -= pStats.PlayerGrav * Time.deltaTime;
rB.AddForce(new Vector3(0,pStats.GravVel,0));
@@ -499,6 +505,7 @@ public class AerialStateManager : NetworkBehaviour
return index;
}
//lerped grapple release force and dissipation of it
public void GrappleReleaseForce(){
if(release){
lerpRelease = Vector3.Lerp(lerpRelease, tempRelease, 9f * Time.deltaTime);

View File

@@ -4,21 +4,24 @@ using UnityEngine;
public class AerialGrappleAirState : AerialBaseState
{
bool spaceHeld = true;
float ropeLength; // current rope length
Vector3 swingDirection; // Swing direction
float inclinationAngle; // inclination angle
float theta = -1; // theta
float swingMom;
Vector3 tensionMomDirection;
Vector3 hookPointRight;
Vector3 momDirection;
Vector3 curXZDir;
Vector3 oldXZDir;
float swingSpeed = 10;
bool swingback = false; //swing the player back
float oldSwingMom;
Vector3 tensionDirection;
float tensionForce;
float theta = -1; // theta for rope angle
Vector3 hookPointRight; // right vector of the hook point
Vector3 curXZDir; // current straight line between player and hook point ignoring y axis
Vector3 oldXZDir; // old straight line between player and hook point ignoring y axis
Vector3 swingDirection; // Swing direction
float swingSpeed = 10; // cur swing speed
Vector3 tensionDirection; // tension direction
float tensionForce; // tension force amplifier
float swingMom; // swing Mom amplifier
float oldSwingMom; // old swing Momentum amplifier
Vector3 momDirection; // momentum direction
Vector3 tensionMomDirection; // tension momentum direction
public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
@@ -43,48 +46,61 @@ public class AerialGrappleAirState : AerialBaseState
aSM.pStats.GravVel = -1; // grav vel is adjusted so things work
aSM.release = false; // player hasn't released
aSM.lerpRelease = Vector3.zero; // reset lerp release
spaceHeld = true;
}
public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
//If not going into grapple grounded state
if(nextState != aSM.GrappleGroundedState){
aSM.release = true;
aSM.pStats.GravVel = 0;
aSM.forceDirection = Vector3.zero;
swingback = true;
}
//If going into grapple grounded state
else{
aSM.pStats.GravVel = 0;
aSM.forceDirection = Vector3.zero;
swingback = true;
}
}
public override void UpdateState(AerialStateManager aSM){
if((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && !aSM.eHeld){
//if pressing E or ragdolling then falling
if(((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && !aSM.eHeld) || (aSM.mSM.currentState == aSM.mSM.RagdollState)){
aSM.SwitchState(aSM.FallingState);
}
else if((Input.GetKeyUp(KeyCode.E) || Input.GetKeyUp(KeyCode.JoystickButton2))){
else if((Input.GetKeyUp(KeyCode.E) || Input.GetKeyUp(KeyCode.JoystickButton2)) && aSM.eHeld){
aSM.eHeld = false;
}
if(Input.GetButton("Jump")){
//if pressing Jump then jump
else if(Input.GetButton("Jump") && !spaceHeld){
aSM.SwitchState(aSM.JumpingState);
}
else if(!(Input.GetButton("Jump")) && spaceHeld){
spaceHeld = false;
}
if(aSM.isGrounded){
//if grounded then grapple grounded
else if(aSM.isGrounded){
aSM.SwitchState(aSM.GrappleGroundedState);
}
//if wallrunning then wallrun
else if(aSM.isWallRunning){
aSM.SwitchState(aSM.WallRunState);
}
}
public override void FixedUpdateState(AerialStateManager aSM){
////////ADD A LINE RENDERER WHEN WE GET THE HAND MODEL
//Draw Line between player and hookpoint for debug purposes
Debug.DrawRay(aSM.transform.position, (aSM.hookPoint.transform.position - aSM.transform.position)); //Visual of line
//Debug.Log(Vector3.Distance(gameObject.transform.position, hookPoint.transform.position));
//Calculate tether force direction based on hookpoint
if (Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position) >= ropeLength )
{
@@ -94,26 +110,23 @@ public class AerialGrappleAirState : AerialBaseState
aSM.forceDirection = Vector3.zero;
}
//Move player based on their inputs
aSM.moveController.Move(SwingMoveController(aSM));
//if Swing Momentum isn't zero then move player
if(swingMom != 0){
aSM.moveController.Move(CalculateMomentumDirection(aSM.pStats.GravVel, aSM.hookPoint.transform.position, aSM));
swingMom -= .5f;
}
if(swingMom<0) swingMom = 0;
//Calculate temp release at every position
aSM.tempRelease = CalculateSwingReleaseForce();
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
}
//Needs to be Overhauled to properly implement energy loss taking into account players current Velocity, height and input
//------Important Equations--------
// TensionForce = Cos(theta) * g * m * Vector3(tensionDirection)
// Potential Energy = m * g * h -- Will need to modify adding current speed
// Kinetic Energy = 1/2 * m * V^2 -- assuming no energy loss at the bottom KE = PE at peak we will add energy loss ourselves
// Total Energy = m * ((g*h) + (1/2 * V^2))
// Velocity = (2 * ((TotalEnergy/m) - (g*h)))^(1/2) -- This hypothetically could be used for our swing momentum calculation
// Movement Direction right angle of tension force = Sin(theta) * g * m * Vector3(Right angle to tensionDirection)
//Apply default gravity
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
}
//Calculate the tether direction vector and how much force that vector needs
Vector3 CalculateForceDirection(float mass, float g, Vector3 hPoint, AerialStateManager aSM){
@@ -129,7 +142,10 @@ public class AerialGrappleAirState : AerialBaseState
//force direction calculation based on tension direction and force
Vector3 fDirection = tensionDirection * tensionForce;
//return force direction
return fDirection;
}
Vector3 CalculateMomentumDirection(float g, Vector3 hPoint, AerialStateManager aSM){
@@ -137,23 +153,20 @@ public class AerialGrappleAirState : AerialBaseState
tensionMomDirection = (hPoint - aSM.transform.position).normalized;
hookPointRight = Vector3.Cross(oldXZDir, aSM.transform.up).normalized;
momDirection = -1 * Vector3.Cross(hookPointRight, tensionMomDirection).normalized;
if(oldXZDir != curXZDir){
//midpointMom = swingMom;
swingback = false;
//Debug.Log("flip");
}
if(swingback == false && swingMom <= (oldSwingMom*(.75f))){
swingback = true;
//if player is on the other side of hookpoint and swingMom is lower then update oldXZDir
if(oldXZDir != curXZDir && swingMom <= (oldSwingMom*(.75f))){
oldSwingMom = swingMom;
oldXZDir = (new Vector3(aSM.hookPoint.transform.position.x,0,aSM.hookPoint.transform.position.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized;
//Debug.Log("swingback");
}
//current line between hookpoint and player
curXZDir = (new Vector3(hPoint.x,0,hPoint.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized;
Debug.DrawRay(aSM.transform.position, momDirection * Time.deltaTime* 100, Color.green);
//return momentum dir * mom force
return (momDirection * Time.deltaTime * swingMom);
}
//Calculates the players initial swing momentum using their height and their current velocity
@@ -165,11 +178,15 @@ public class AerialGrappleAirState : AerialBaseState
swingHeight = 1;
}
float sMom = playerSpeed + (swingHeight*2);
//calculates swing momentum based on height ands speed
float sMom = playerSpeed + (swingHeight * 2.5f);
if(sMom > aSM.maxSwingMom){
sMom = aSM.maxSwingMom;
}
//returns swing momentum
return sMom;
}
//Special movement for the player while they swing
@@ -197,14 +214,12 @@ public class AerialGrappleAirState : AerialBaseState
//Swing direction based on player input
swingDirection = Vector3.Cross(tensionDirection, ((aSM.transform.right * -inputVert) + (aSM.transform.forward * inputHor))).normalized;
//NEED TO ADD SWINGSPEED EASING
//this could be just adding a gradual increase in the swing speed instead of using a flat rate
//Swing movement with swing speed added
Vector3 swingMovement = (swingDirection * Time.deltaTime * swingSpeed);
//returns swing movement vector
return (swingMovement);
}
Vector3 RopeLengthOffset(Vector3 hPoint, float curDistance, AerialStateManager aSM){
@@ -215,19 +230,24 @@ public class AerialGrappleAirState : AerialBaseState
//The direction we need to apply force to offset when the rope gets lengthened beyond the necessary point
Vector3 tenDirOffset = (hPoint - aSM.transform.position).normalized;
//returns rope offset direction * power
return tenDirOffset * offsetPower * Time.deltaTime;
}
Vector3 CalculateSwingReleaseForce(){
//Swing release direction
Vector3 releaseSwingForceDirection = momDirection * ((swingMom) + 10);
releaseSwingForceDirection = new Vector3(releaseSwingForceDirection.x,0,releaseSwingForceDirection.z);
if(swingMom < 5){
//if swingMom is low there is no release force
if(swingMom < 2){
return Vector3.zero;
}
//return swing release direction
return releaseSwingForceDirection * Time.deltaTime;
}
}

View File

@@ -6,7 +6,8 @@ public class AerialGrappleGroundedState : AerialBaseState
{
public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
aSM.release = false;
aSM.release = false; // release is false when grounded
}
public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
@@ -14,25 +15,32 @@ public class AerialGrappleGroundedState : AerialBaseState
}
public override void UpdateState(AerialStateManager aSM){
if(!aSM.isGrounded && aSM.pStats.GravVel < 0){
//if E is pressed or ragdolling then grounded
if(((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && !aSM.eHeld) || (aSM.mSM.currentState == aSM.mSM.RagdollState)){
aSM.SwitchState(aSM.GroundedState);
}
else if((Input.GetKeyUp(KeyCode.E) || Input.GetKeyUp(KeyCode.JoystickButton2)) && aSM.eHeld){
aSM.eHeld = false;
}
//if not grounded and gravVel < 0 then grapple air
else if(!aSM.isGrounded && aSM.pStats.GravVel < 0){
aSM.SwitchState(aSM.GrappleAirState);
}
if(Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position) > aSM.maxGrappleDistance){
//if distance between player and hookpoint is too far then grounded
else if(Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position) > aSM.maxGrappleDistance){
aSM.SwitchState(aSM.GroundedState);
}
if((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && !aSM.eHeld){
aSM.SwitchState(aSM.GroundedState);
}
else if((Input.GetKeyUp(KeyCode.E) || Input.GetKeyUp(KeyCode.JoystickButton2))){
aSM.eHeld = false;
}
}
public override void FixedUpdateState(AerialStateManager aSM){
Debug.DrawRay(aSM.transform.position, (aSM.hookPoint.transform.position - aSM.transform.position)); //Visual of line
//Default gravity calculation
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
}
}

View File

@@ -4,10 +4,12 @@ using UnityEngine;
public class AerialWallRunState : AerialBaseState
{
bool spaceHeld = true;
public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
aSM.pStats.GravVel = 0;
aSM.pStats.GravVel = 0; // on entering reset grav vel
spaceHeld = true; // prevent accidental wall jumping
}
@@ -16,19 +18,31 @@ public class AerialWallRunState : AerialBaseState
}
public override void UpdateState(AerialStateManager aSM){
if(Input.GetButton("Jump")){
//if not wallrunning or are ragdolling then falling
if(!aSM.isWallRunning || (aSM.mSM.currentState == aSM.mSM.RagdollState)){
aSM.SwitchState(aSM.FallingState);
}
//if space is pressed then jumping
else if(Input.GetButton("Jump") && !spaceHeld){
aSM.SwitchState(aSM.JumpingState);
}
else if(!aSM.isWallRunning){
aSM.SwitchState(aSM.FallingState);
else if(!Input.GetButton("Jump") && spaceHeld){
spaceHeld = false;
}
if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
//if able to grapple then grapple
else if(aSM.CheckGrapple()){
aSM.SwitchState(aSM.GrappleAirState);
}
}
public override void FixedUpdateState(AerialStateManager aSM){
//Modified gravity calculation for wallrun
aSM.GravityCalculation(2);
}
}