Merge branch 'pMovement'

This commit is contained in:
Melbyj1125
2021-10-18 12:33:39 -05:00
34 changed files with 2665 additions and 319 deletions

View File

@@ -67,45 +67,56 @@ public class PlayerMovement : MonoBehaviour
//Initialize Components
moveController = GetComponent<CharacterController>();
pStats = GetComponent<PlayerStats>();
Cursor.lockState = CursorLockMode.Locked;
ignoreP = LayerMask.GetMask("Player");
beam = gameObject.AddComponent<LineRenderer>();
beam.startWidth = 0.2f;
beam.endWidth = 0.2f;
beam.enabled = false;
//camera transform
cam = Camera.main;
cam = GetComponentInChildren<Camera>();
//Wallrun
wallRun = gameObject.GetComponent<WallRun>();
//wallRun = gameObject.GetComponent<WallRun>();
}
void Start(){
Cursor.lockState = CursorLockMode.Locked;
distToGround = GetComponent<Collider>().bounds.extents.y;
}
// Update is called once per frame
void FixedUpdate(){
//input controls for movement
InputController();
//Controls for camera
Rotate();
if(moveController.enabled == true){
//input controls for movement
InputController();
//if suffiecient impact magnitude is applied then move player
if (impact.magnitude > 0.2F) moveController.Move(impact * Time.deltaTime);
//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);
// 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");
}
//Checks if player should respawn
Respawn();
Blink();
}
@@ -186,15 +197,15 @@ public class PlayerMovement : MonoBehaviour
//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;
// }
if(IsGrounded()){
curJumpNum = 0;
}
//If space isn't being pressed then jump is false
if(Input.GetAxis("Jump")==0) jumpPressed = false;
}
public bool GetJumpPressed() {
public bool GetJumpPressed(){
return jumpPressed;
}
@@ -234,8 +245,32 @@ public class PlayerMovement : MonoBehaviour
//Gravity Function for adjusting y-vel due to wallrun/glide/etc
private void Gravity(){
//Normal Gravity
vel.y -= pStats.PlayerGrav * Time.deltaTime;
//Temp Values for Glider
float tempTraction = 0.0f;
bool tempSet = false;
//ADD CHECKER FOR GLIDER WHEN FULLY IMPLEMENTED
if(jumpPressed && pStats.HasGlider){
vel.y -= (pStats.PlayerGrav-18) * Time.deltaTime;
if(tempSet == false){
tempTraction = pStats.Traction;
pStats.Traction = 1.0f;
tempSet = true;
}
}
else{
if(tempSet == true){
pStats.Traction = tempTraction;
tempSet = false;
}
//Normal Gravity
vel.y -= pStats.PlayerGrav * Time.deltaTime;
}
//Wallrunning
if (pStats.HasWallrun) { wallRun.WallRunRoutine(); } //adjusted later if we are wallrunning
//If gliding
@@ -246,7 +281,6 @@ public class PlayerMovement : MonoBehaviour
{
// 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;
Vector3 groundNormal = Vector3.up;
@@ -254,16 +288,19 @@ public class PlayerMovement : MonoBehaviour
// only try to detect ground if it's been a short amount of time since last jump; otherwise we may snap to the ground instantly after we try jumping
if (Time.time >= lastTimeJumped + jumpGroundingPreventionTime)
{
Debug.Log("detect ground");
// if we're grounded, collect info about the ground normal with a downward capsule cast representing our character capsule
if (Physics.CapsuleCast(GetCapsuleBottomHemisphere(), GetCapsuleTopHemisphere(moveController.height), moveController.radius, Vector3.down, out RaycastHit hit, chosenGroundCheckDistance, groundCheckLayers, QueryTriggerInteraction.Ignore))
{
Debug.Log("Collect info");
// storing the upward direction for the surface found
groundNormal = hit.normal;
// Only consider this a valid ground hit if the ground normal goes in the same direction as the character up
// and if the slope angle is lower than the character controller's limit
if (Vector3.Dot(hit.normal, transform.up) > 0f && IsNormalUnderSlopeLimit(groundNormal))
if (Vector3.Dot(hit.normal, transform.up) > 0.0f && IsNormalUnderSlopeLimit(groundNormal))
{
Debug.Log("isGrounded");
isGrounded = true;
// handle snapping to the ground
@@ -276,6 +313,11 @@ public class PlayerMovement : MonoBehaviour
}
}
//Improved IsGrounded
private bool IsGrounded(){
return Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1f, ~ignoreP);
}
private bool IsNormalUnderSlopeLimit(Vector3 normal){ // Returns true if the slope angle represented by the given normal is under the slope angle limit of the character controller
return Vector3.Angle(transform.up, normal) <= moveController.slopeLimit;
}