Implemented Blink to Player Script

Moved Evans Blink into the playerMovement script
This commit is contained in:
Melbyj1125 2021-10-06 14:00:35 -05:00
parent 7ad366dfc6
commit c16f07986d

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@ -14,7 +14,6 @@ public class PlayerMovement : MonoBehaviour
//Speed Variables
private Vector3 moveZ;
private Vector3 moveX;
private Vector3 moveY;
private Vector3 vel;
private Vector3 driftVel;
@ -42,6 +41,14 @@ 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;
private Camera Cam;
/////
void Awake(){
@ -49,8 +56,14 @@ public class PlayerMovement : MonoBehaviour
moveController = GetComponent<CharacterController>();
pStats = GetComponent<PlayerStats>();
Cursor.lockState = CursorLockMode.Locked;
beam = gameObject.AddComponent<LineRenderer>();
beam.startWidth = 0.2f;
beam.endWidth = 0.2f;
//camera transform
cam = Camera.main.transform;
Cam = Camera.main;
}
void Start(){
@ -75,7 +88,7 @@ public class PlayerMovement : MonoBehaviour
//Checks if player should respawn
Respawn();
Blink();
}
//REMOVE OR ADJUST ONCE INVENTORY IS IMPLEMENTED
@ -167,6 +180,8 @@ public class PlayerMovement : MonoBehaviour
if(Input.GetAxis("Jump")==0) jumpPressed = false;
}
//Camera
private void Rotate()
{
@ -178,6 +193,8 @@ public class PlayerMovement : MonoBehaviour
cam.localEulerAngles = camRotation;
}
//REMOVE WHEN UNNECCESARY
//Respawns player if they fall below a certain point
private void Respawn(){
@ -186,5 +203,63 @@ public class PlayerMovement : MonoBehaviour
}
}
//Might adjust
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) {
Debug.Log("warp");
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
}
}
}