From c99f19c192a1a4a78a4e530dcd663e5fd14790e4 Mon Sep 17 00:00:00 2001 From: Melbyj1125 <60886701+Melbyj1125@users.noreply.github.com> Date: Fri, 1 Oct 2021 12:24:18 -0500 Subject: [PATCH] Created and Updated MovementScene Implemented Basic Player Movement Created Player and Platform objects Created PlayerMovement Script --- Assets/Scenes/MovementScene.unity | 525 ++++++++++++++++++ Assets/Scenes/MovementScene.unity.meta | 7 + Assets/Scripts.meta | 8 + Assets/Scripts/PlayerScripts.meta | 8 + .../Scripts/PlayerScripts/PlayerMovement.cs | 131 +++++ .../PlayerScripts/PlayerMovement.cs.meta | 11 + ProjectSettings/InputManager.asset | 18 +- UserSettings/EditorUserSettings.asset | 3 + 8 files changed, 702 insertions(+), 9 deletions(-) create mode 100644 Assets/Scenes/MovementScene.unity create mode 100644 Assets/Scenes/MovementScene.unity.meta create mode 100644 Assets/Scripts.meta create mode 100644 Assets/Scripts/PlayerScripts.meta create mode 100644 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02bf9dad0035d354e94d9ffefc90fd15 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/PlayerMovement.cs b/Assets/Scripts/PlayerScripts/PlayerMovement.cs new file mode 100644 index 0000000..064184a --- /dev/null +++ b/Assets/Scripts/PlayerScripts/PlayerMovement.cs @@ -0,0 +1,131 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class PlayerMovement : MonoBehaviour +{ + + + //Variable Section + ///// + //Speed Variables + private float minPlayerSpeed = 2f; + private float maxPlayerSpeed = 20f; + private float curPlayerSpeed; + private Vector3 vel; + + //Acceleration Variables + private float playerAcceleration = .03f; + + //Character Turning /////MAYBE REMOVE WHEN ADD MOUSE CAMERA + private float turnSpeed = 100.0f; + + + //Character Moving + private CharacterController moveController; + + //Jumping + private float jumpPow = 25f; + private float gravity = 5.0f; + + //Bump physics + float mass = 5.0F; // defines the character mass + Vector3 impact = Vector3.zero; + ///// + + + void Awake(){ + moveController = GetComponent(); + } + + void Start(){ + curPlayerSpeed = 0.0f; + } + + // Update is called once per frame + void FixedUpdate() + { + //input controls for movement + InputController(); + + //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); + + //Checks if player should respawn + Respawn(); + + } + + + //Reads inputs and moves player + private void InputController(){ + //Keyboard inputs + Vector3 turnInput = new Vector3(0, Input.GetAxis("HorizontalCam") ,0 ); + + + //Checks if movement keys have been pressed and calculates correct vector + Vector3 moveX = transform.right * Input.GetAxis("Horizontal") * Time.deltaTime * PlayerSpeed(); + Vector3 moveZ = transform.forward * Input.GetAxis("Vertical") * Time.deltaTime * PlayerSpeed(); + + //Adds vectors based on movement keys and other conditions to check what the + //player vector should be under the circumstances + vel = moveX + moveZ; + + //If space is pressed apply an upwards force to the player + if(moveController.isGrounded && Input.GetAxis("Jump") != 0){ + AddImpact(transform.up, jumpPow); + } + + //Gravity + vel.y -= gravity * Time.deltaTime; + + //////UPDATE SO CAMERA IS ROTATED WITH MOUSE///////// + //Rotates player with keys + transform.rotation *= (Quaternion.Euler(turnInput * Time.deltaTime * turnSpeed)); + + moveController.Move(vel); + } + + + //Calculates speed current player needs to be going + private float PlayerSpeed(){ + //If nothing is pressed speed is 0 + if(Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f){ + curPlayerSpeed = 0.0f; + return curPlayerSpeed; + } + //If current speed is below min when pressed set to minimum speed + else if(curPlayerSpeed < minPlayerSpeed){ + curPlayerSpeed = minPlayerSpeed; + return minPlayerSpeed; + } + // while the speed is below max speed slowly increase it + else if((curPlayerSpeed >= minPlayerSpeed) && (curPlayerSpeed < maxPlayerSpeed)){ + curPlayerSpeed += playerAcceleration; + return curPlayerSpeed + playerAcceleration; + } + //If the players speed is above or equal to max speed set speed to max + else{ + curPlayerSpeed = maxPlayerSpeed; + return maxPlayerSpeed; + } + } + + //Applies impact in a direction with the given force + public void AddImpact(Vector3 dir, float force){ + dir.Normalize(); + if (dir.y < 0) dir.y = -dir.y; // reflect down force on the ground + impact += dir.normalized * force / mass; + } + + //Respawns player if they fall below a certain point + private void Respawn(){ + if(transform.position.y < -1){ + transform.position = new Vector3(1f, 1f, 1f); + } + } +} diff --git a/Assets/Scripts/PlayerScripts/PlayerMovement.cs.meta b/Assets/Scripts/PlayerScripts/PlayerMovement.cs.meta new file mode 100644 index 0000000..ea48213 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/PlayerMovement.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 22ae0d31c49624d4fb9990f2f5f72fd9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ProjectSettings/InputManager.asset b/ProjectSettings/InputManager.asset index 17c8f53..7207fd9 100644 --- a/ProjectSettings/InputManager.asset +++ b/ProjectSettings/InputManager.asset @@ -9,8 +9,8 @@ InputManager: m_Name: Horizontal descriptiveName: descriptiveNegativeName: - negativeButton: left - positiveButton: right + negativeButton: a + positiveButton: d altNegativeButton: a altPositiveButton: d gravity: 3 @@ -25,8 +25,8 @@ InputManager: m_Name: Vertical descriptiveName: descriptiveNegativeName: - negativeButton: down - positiveButton: up + negativeButton: s + positiveButton: w altNegativeButton: s altPositiveButton: w gravity: 3 @@ -150,19 +150,19 @@ InputManager: axis: 2 joyNum: 0 - serializedVersion: 3 - m_Name: Horizontal + m_Name: HorizontalCam descriptiveName: descriptiveNegativeName: negativeButton: positiveButton: altNegativeButton: altPositiveButton: - gravity: 0 - dead: 0.19 - sensitivity: 1 + gravity: 3 + dead: 0.001 + sensitivity: 3 snap: 0 invert: 0 - type: 2 + type: 0 axis: 0 joyNum: 0 - serializedVersion: 3 diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index 8d920a4..839ab84 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -8,6 +8,9 @@ EditorUserSettings: RecentlyUsedScenePath-0: value: 22424703114646680e0b0227036c6c111b07142f1f2b233e2867083debf42d flags: 0 + RecentlyUsedScenePath-1: + value: 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