using System.Collections; using System.Collections.Generic; using MLAPI; using UnityEngine; using UnityEngine.UI; public class dPlayerMovement : NetworkBehaviour { ////Objects Sections private GameObject parentObj; // Parent object public Camera cam; // Camera object //// ////Components Section private CharacterController moveController; // Character Controller private Rigidbody rB; // Players Rigidbody private CapsuleCollider capCol; // Players Capsule Collider private Animator animator; // Animation Controller //// ////Scripts Section public PlayerStats pStats; // Player Stats private dGrapplingHook grapple; // Grappling Hook private dNitro nitro; // Nitro private dWallRun wallRun; // Wallrun //// ////Player Variables Section //Speed Variables public Vector3 vel; // moveZ + moveX private Vector3 moveZ; // Local Horizontal Vector private Vector3 moveX; // Local Vertical Vector public Vector3 driftVel; // Lerped Movement Vector public float calculatedCurVel; // calculated Vel based on curVel //Jump Variables public int curJumpNum; // current Jumps Used public bool jumpHeld; // Jump is Held private bool jumpPressed; // Jamp was pressed float coyJumpTimer = 0.1f; // Default Coyote Jump time float curCoyJumpTimer = 0.1f; // current Coyote Jump time public float lowJumpMultiplier; // Short jump multiplier public float fallMultiplier; // High Jump Multiplier //Gravity Variables public float g = 0; // player downwards velocity private float maxG = -100; // max downwards velocity //Glide Variables private bool tempSetTraction = false; // has the Traction been temporarily set private float tempTraction = 0.0f; // temporary traction //Impact Variables private float mass = 5.0F; // mass variable for Impact private Vector3 impact = Vector3.zero; // Impact Vector private float distToGround; // distance to ground //Ground Check public bool isGrounded; // is player grounded public float groundCheckDistance = 0.05f; // offset distance to check ground private float lastTimeJumped = 0f; // Last time the player jumped private const float jumpGroundingPreventionTime = 0.2f; // delay so player doesn't get snapped to ground while jumping private const float groundCheckDistanceInAir = 0.07f; // How close we have to get to ground to start checking for grounded again private Ray groundRay; // ground ray private RaycastHit groundHit; // ground raycast //Camera Variables private Vector3 camRotation; // cameras camera rotation vector [Range(-45, -15)] public int minAngle = -30; // minimum downwards cam angle [Range(30, 80)] public int maxAngle = 45; // Max upwards cam angle [Range(50, 500)] public int sensitivity = 200; // Camera sensitivity //Ragdoll variables private bool firstHit = false; // has first contact happened private bool beginRagTimer = false; // beging ragdoll timer bool private float ragTime; // ragdoll timer private Vector3 prevRot; // Save last rotation before hit //Slide Variables public bool isSliding = false; // If player is sliding /////////// Maybe unnecessary once state machine is implemented private float originalTraction; // Original Traction private RaycastHit slideRay; // slide raycast private Vector3 slideUp; // Slide upwards direction private bool qDown; // is q being pressed private float tempSlideCurVel; // temp vel while sliding so they don't lose speed //// void Awake(){ ////Initialize Player Components moveController = GetComponent(); // set Character Controller rB = GetComponent(); //set Rigid Body capCol = GetComponent(); // set Capsule Collider capCol.enabled = true; parentObj = transform.parent.gameObject; // set parent object animator = GetComponent(); // set animator //// ////Initialize Scripts pStats = GetComponent(); // set PlayerStats wallRun = GetComponent(); // set Wallrun grapple = GetComponent(); // set grapplingHook nitro = GetComponent(); // set Nitro //// } void Start(){ ////Initialize important starting variables distToGround = GetComponent().bounds.extents.y; // set players distance to ground slideUp = GetComponentInParent().up; // get parents up direction //// // Don't do movement unless this is the local player controlling it // Otherwise we let the server handle moving us //if (!IsLocalPlayer) { return; } // Don't lock the cursor multiple times if this isn't the local player // Also don't want to lock the cursor for the king // That is why this is after the LocalPlayer check Cursor.lockState = CursorLockMode.Locked; // Lock cursor on start if you are the local player } // Update is called once per frame void FixedUpdate(){ // Don't do movement unless this is the local player controlling it // Otherwise we let the server handle moving us //if (!IsLocalPlayer) { return; } //Controls for camera if(cam.enabled) Rotation(); else Debug.Log("Cam Disabled"); //Allow Movement when moveController is enabled if(moveController.enabled == true){ //input controls for movement InputController(); //Dissipates Impact DissipateImpact(); } //If Character controller is disabled use rigidbody calculations else{ //if ragdoll timer is over disable ragdolling if (RagdollTimer() == 0){ firstHit = false; DisableRagdoll(); } //Gravity without moveController g -= pStats.PlayerGrav * Time.deltaTime; rB.AddForce(new Vector3(0,g,0)); } /////ONLY FOR DEBUG PURPOSES REMOVE WHEN UNNECESSARY if (transform.position.y < -5) { TeleportPlayer(new Vector3(0,100,0)); } } ////Input Related Functions //Reads inputs and moves player private void InputController(){ //Check if player is grounded before each frame 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(); //Adds vectors based on movement keys and other conditions to check what the //player vector should be under the circumstances vel = moveX + moveZ; Vector3 moveXZ = new Vector3(vel.x, 0, vel.z); driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.Traction * Time.deltaTime); //Gravity and Jump calculations UpdateGravity(); Jump(); Vector3 moveY = new Vector3(0,g,0); //Slide Function Slide(); //move animation //if vel from input is greater than 0, start sprinting animation if (PlayerSpeed() > 0.1) { //Debug.Log(driftVel.magnitude); if(animator != null) animator.SetBool("isRunning", true); } //if low enough movement from player (this will be still at this value) stop animation else if (driftVel.magnitude < .05f) { driftVel = Vector3.zero; if(animator != null) animator.SetBool("isRunning", false); } //Move Player if(grapple.isGrappled && !isGrounded){ driftVel = Vector3.zero; moveController.Move(((moveY + grapple.forceDirection) * Time.deltaTime)); } else{ moveController.Move(driftVel + (moveY * Time.deltaTime)); } } //Calculates speed current player needs to be going public float PlayerSpeed(){ WallCheck(); //If nothing is pressed speed is 0 if ((Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f) || isSliding || (grapple.isGrappled && !isGrounded)) { pStats.CurVel = 0.0f; return pStats.CurVel; } //If current speed is below min when pressed set to minimum speed else if (pStats.CurVel < pStats.MinVel) { pStats.CurVel = pStats.MinVel; return pStats.MinVel; } // while the speed is below max speed slowly increase it else if ((pStats.CurVel >= pStats.MinVel) && (pStats.CurVel < pStats.MaxVel)) { pStats.CurVel += pStats.Acc; return pStats.CurVel; } //If the players speed is above or equal to max speed set speed to max else if (pStats.CurVel >= pStats.MaxVel && nitro.isNitroing == false) { pStats.CurVel = pStats.MaxVel; return pStats.CurVel; } else if(nitro.isNitroing){ return pStats.CurVel; } else{ Debug.Log("Something has gone wrong with the PlayerSpeed()"); return -1; } } //Need to implement to check if player has hit a wall in the direction they are moving and they should lose speed private void WallCheck(){ //IMPLEMENT A RAYCAST CHECK } //Jump Function private void Jump(){ //If space/south gamepad button is pressed apply an upwards force to the player if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && !isSliding) { if(wallRun.IsWallRunning()){ AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 8.5f); g = pStats.JumpPow; curJumpNum = 0; } else{ g = pStats.JumpPow; } curJumpNum++; jumpHeld = true; jumpPressed = true; } //Last time Jumped lastTimeJumped = Time.time; //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 jump is being held coyote timer is zero if(jumpHeld) curCoyJumpTimer = 0; if(grapple.isGrappled && curJumpNum == pStats.JumpNum) curJumpNum = 0; //If space/south face gamepad button isn't being pressed then jump is false if (Input.GetAxis("Jump") == 0){ jumpHeld = false; } if(g < 0){ jumpPressed = false; } } //Camera and player rotation private void Rotation(){ //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 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; } } } //Gravity Function for adjusting y-vel due to wallrun/glide/etc private void UpdateGravity(){ //Gliding if(pStats.HasGlider && g < 0 && Input.GetButton("Jump") && !isSliding){ //Gravity with glider GravityCalculation(8); //Set temp values to put traction back to normal if(tempSetTraction == false){ tempTraction = pStats.Traction; pStats.Traction = 1.0f; tempSetTraction = true; } } //if temporary values have been set restore them back to the normal values else if(pStats.HasGlider && g==0 && tempSetTraction == true){ pStats.Traction = tempTraction; tempSetTraction = false; } //Wallrunning else if (pStats.HasWallrun) { //Run wall run script wallRun.WallRunRoutine(); //if wallrunning apply different gravity if(wallRun.IsWallRunning()){ if(wallRun.firstAttach){ g = 0; wallRun.firstAttach = false; } GravityCalculation(2); } //Normal gravity if not wallrunning else{ GravityCalculation(pStats.PlayerGrav); } } //Default Gravity else{ //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; } //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) || grapple.isGrappled){ g -= grav * Time.deltaTime; } //else don't apply gravity else{ g = 0; } //Caps out the players downwards speed if(g < maxG){ g = maxG; } } //Slide Function private void Slide(){ //if the q button or the east face button on gamepad is held down if ((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q))) { qDown = true; if (isSliding == false){ originalTraction = pStats.Traction; this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x - 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z); isSliding = true; //if it can't find the animator (capsul prefab) if (GetComponent() == null){ moveController.height = 1.0f; } //if the regular model else { moveController.height *= .5f; } pStats.Traction = 0.01f; } tempSlideCurVel = driftVel.magnitude * 50f; transform.Rotate(Vector3.forward * -sensitivity * Time.deltaTime * Input.GetAxis("Mouse X")); pStats.Traction += .004f; } else{ qDown = false; } //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 sliding if (Physics.Raycast(this.gameObject.transform.position, slideUp, out slideRay, 5f) == false) { this.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0); isSliding = false; pStats.CurVel = tempSlideCurVel; //if it can't find the animator (capsul prefab) if (GetComponent() == null) { moveController.height = 2.0f; } //if the regular model else { moveController.height *= 2.0f; } pStats.Traction = originalTraction; } else{ Debug.Log("Object above you"); } } } //// ////Physics Calculation Unrelated to inputs //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; } //Dissipates Impact Force private void DissipateImpact(){ //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); } //Clear all stored movement public void CancelMomentum(){ pStats.CurVel = 0; vel = Vector3.zero; moveX = Vector3.zero; moveZ = Vector3.zero; driftVel = Vector3.zero; } //Checks if player is grounded void GroundCheck(){ // 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); if (Physics.Raycast(groundRay, out groundHit, moveController.height + groundCheckDistance) && !jumpPressed ) //&& Time.time >= lastTimeJumped + jumpGroundingPreventionTime) // 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 { // Only consider this a valid ground hit if the ground normal goes in the same direction as the character up if (Vector3.Dot(groundHit.normal, transform.up) > 0f) { isGrounded = true; // handle snapping to the ground if (groundHit.distance > moveController.skinWidth && !grapple.isGrappled) { moveController.Move(Vector3.down * groundHit.distance); } } } } //// ////Ragdoll Functions //Player Gets Hit public void GetHit(Vector3 dir, float force){ //if (!IsLocalPlayer) { return; } if(firstHit == false){ EnableRagdoll(); dir.Normalize(); rB.AddForce(dir * force, ForceMode.Impulse); firstHit = true; } } //Enable Ragdoll and update all related variables private void EnableRagdoll(){ ragTime = pStats.RecovTime; prevRot = transform.localEulerAngles; capCol.enabled = true; moveController.enabled = false; rB.isKinematic = false; rB.detectCollisions = true; } //Disable Ragdoll and revert all ragdoll variables private void DisableRagdoll(){ capCol.enabled = false; moveController.enabled = true; rB.isKinematic = true; rB.detectCollisions = false; transform.localEulerAngles = prevRot; CancelMomentum(); } //When to begin the ragdoll timer private float RagdollTimer(){ if(beginRagTimer == false){ beginRagTimer = Physics.Raycast(transform.position, -Vector3.up, distToGround + 1f); } else if(ragTime <= 0){ ragTime = 0; beginRagTimer = false; } if(beginRagTimer == true){ ragTime -= Time.deltaTime; } return ragTime; } //// //// Respawn and Relocation Functions //Respawn timer private IEnumerator RespawnTimer(){ float duration = 2f; float normalizedTime = 0; while (normalizedTime <= 1f) { normalizedTime += Time.deltaTime / duration; yield return null; } moveController.enabled = true; } //Teleports player to new location public void TeleportPlayer(Vector3 position, Quaternion rotation = new Quaternion()){ transform.position = position; transform.rotation = rotation; } //// }