Jump has been reworked again but it works now

Glide has been fixed again
Wallrun has been fixed again
player can now short hop
This commit is contained in:
Melbyj1125
2021-12-10 06:52:59 -06:00
parent bd36986887
commit c44afd50a8
8 changed files with 336 additions and 213 deletions

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

@@ -27,14 +27,19 @@ public class dPlayerMovement : NetworkBehaviour
private CharacterController moveController;
//Jump value
public int curJumpNum;
private bool jumpHeld;
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;
float jumpTimer = 0.2f;
float curJumpTimer;
//Jump physics
//Impact physics
private float mass = 5.0F; // defines the character mass
private Vector3 impact = Vector3.zero;
private float distToGround;
@@ -85,22 +90,23 @@ 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;
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;
curJumpTimer = jumpTimer;
//Coyote Timer Initialization
curCoyJumpTimer = coyJumpTimer;
}
void Start()
@@ -125,40 +131,21 @@ 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){
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");
}
//TEMP FOR TESTING RAGDOLL
//Right Click to ragdoll the player
@@ -189,7 +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();
@@ -197,23 +183,19 @@ 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;
Jump();
//Gravity
Gravity();
//Moving outside basic wasd
//Jump Function
//Slide Function
Slide();
Vector3 moveXZ = new Vector3(vel.x, 0, vel.z);
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.Traction * Time.deltaTime);
Vector3 moveY = new Vector3(0,vel.y,0);
lerpY = Vector3.Lerp(lerpY, moveY, 3 * Time.deltaTime);
//Gravity and Jump calculations
UpdateGravity();
Jump();
Vector3 moveY = new Vector3(0,g,0);
//Slide Function
Slide();
//Move Player
moveController.Move(driftVel + lerpY);
moveController.Move(driftVel + (moveY * Time.deltaTime));
}
@@ -252,9 +234,9 @@ 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;
@@ -270,83 +252,98 @@ public class dPlayerMovement : NetworkBehaviour
{
if(wallRun.IsWallRunning()){
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 20f);
vel.y = pStats.JumpPow;
g = pStats.JumpPow;
}
else{
vel.y = pStats.JumpPow;
g = pStats.JumpPow;
}
curJumpNum++;
jumpHeld = true;
}
//Last time Jumped
lastTimeJumped = Time.time;
//If grounded no jumps have been used
if(isGrounded) curJumpTimer = jumpTimer;
else curJumpTimer -= Time.deltaTime;
//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(jumpHeld) curJumpTimer = 0;
if(curJumpTimer == jumpTimer){
curJumpNum = 0;
}
//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;
if (Input.GetAxis("Jump") == 0){
jumpHeld = false;
}
}
//PlayerScript
//Get and update PlayerValues for other scripts
//Get jumpHeld
public bool GetJumpPressed(){
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;
}
}
}
@@ -356,7 +353,7 @@ 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);
}
@@ -364,37 +361,71 @@ 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(jumpHeld && pStats.HasGlider){
Debug.Log("x");
vel.y -= (pStats.PlayerGrav-40) * 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(!jumpHeld && pStats.HasGlider){
Debug.Log("y");
//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
//if coyoteJump is over fall
if(curJumpTimer <= 0) 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{
//if coyoteJump is over fall
if(curJumpTimer <= 0) vel.y -= pStats.PlayerGrav * Time.deltaTime;
g = 0;
}
}
@@ -404,6 +435,7 @@ 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);
@@ -417,7 +449,7 @@ public class dPlayerMovement : NetworkBehaviour
// handle snapping to the ground
if (groundHit.distance > moveController.skinWidth)
{
//moveController.Move(Vector3.down * groundHit.distance);
moveController.Move(Vector3.down * groundHit.distance);
}
}
}
@@ -480,6 +512,7 @@ public class dPlayerMovement : NetworkBehaviour
pStats.Traction = 0.01f;
}
transform.Rotate(Vector3.forward * -sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
pStats.Traction += .004f;
}
else{
@@ -487,20 +520,40 @@ 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;
}
}