using System.Collections; using System.Collections.Generic; using MLAPI; using UnityEngine; using UnityEngine.UI; public class PlayerMovement : NetworkBehaviour { //Scripts public PlayerStats pStats; //Variable Section ///// //Speed Variables public Vector3 vel; private Vector3 moveZ; private Vector3 moveX; private Vector3 driftVel; //Player prefab private GameObject parentObj; //Character Moving private CharacterController moveController; //Jump value private int curJumpNum; private bool jumpPressed; bool tempSet = false; float tempTraction = 0.0f; //Jump physics private float mass = 5.0F; // defines the character mass private Vector3 impact = Vector3.zero; private float distToGround; //Wallrunning private WallRun wallRun; //Ground Check public bool isGrounded; //Better custom is grounded public float groundCheckDistance = 0.05f; //how far away from the ground to not be considered grounded private float lastTimeJumped = 0f; //Last time the player jumped const float jumpGroundingPreventionTime = 0.2f; // delay in checking if we are grounded after a jump const float groundCheckDistanceInAir = 0.07f; //How close we have to get to ground to start checking for grounded again private Ray groundRay; private RaycastHit groundHit; //Camera Variables private LayerMask ignoreP; private Vector3 camRotation; private Camera cam; [Range(-45, -15)] public int minAngle = -30; [Range(30, 80)] public int maxAngle = 45; [Range(50, 500)] public int sensitivity = 200; //Ragdoll variables private Vector3 hit; private Rigidbody rB; private CapsuleCollider capCol; private bool firstHit = false; private bool heldDown = false; private bool beginRagTimer = false; private float ragTime; private Vector3 prevRot; private Vector3 hitForce; //Slide Variables private bool isSliding = false; private float originalTraction; private RaycastHit ray; private Vector3 up; private bool qDown; //Kick Variables void Awake() { //Initialize Components moveController = GetComponent(); rB = GetComponent(); capCol = GetComponent(); pStats = GetComponent(); parentObj = transform.parent.gameObject; //camera transform cam = parentObj.GetComponentInChildren(); capCol.enabled = false; //Wallrun wallRun = gameObject.GetComponent(); up = this.gameObject.GetComponentInParent().up; } void Start() { distToGround = GetComponent().bounds.extents.y; // 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; } // 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 Rotation(); 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); // 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"); } //TESTING RAGDOLL STUFF NEEDS SOME WORK //Checks if player should respawn //Respawn(); if (Input.GetMouseButton(1) && heldDown == false){ getHit(new Vector3(vel.x, 0, vel.z), 30); heldDown = true; } if(!Input.GetMouseButton(1)){ heldDown = false; } //Checks if player should respawn Respawn(); } //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; //Gravity Gravity(); driftVel = Vector3.Lerp(driftVel, vel, pStats.Traction * Time.deltaTime); //Moving outside basic wasd //Jump Function Jump(); //Slide Function Slide(); moveController.Move(driftVel); } //Calculates speed current player needs to be going public float PlayerSpeed() { //If nothing is pressed speed is 0 if ((Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f) || isSliding) { 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 { pStats.CurVel = pStats.MaxVel; return pStats.CurVel; } } //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; } //Jump Function private void Jump() { //If space is pressed apply an upwards force to the player if (Input.GetAxis("Jump") != 0 && !jumpPressed && curJumpNum + 1 < pStats.JumpNum && !isSliding) { AddImpact(transform.up, pStats.JumpPow); curJumpNum++; jumpPressed = true; } lastTimeJumped = Time.time; //If grounded no jumps have been used if(isGrounded){ curJumpNum = 0; } //If space isn't being pressed then jump is false if (Input.GetAxis("Jump") == 0) jumpPressed = false; } //PlayerScript public bool GetJumpPressed(){ return jumpPressed; } public Camera GetPlayerCamera() { return cam; } public void AddPlayerVelocity(Vector3 additiveVelocity) { vel += additiveVelocity; } public void SetPlayerVelocity(Vector3 newVelocity) { vel = newVelocity; } //Camera and Player Rotation public void decrementCurrentJumpNumber() { curJumpNum--; } //Camera private void Rotation() { Vector3 lastCamPos = new Vector3(0,0,0); Vector3 rotOffset = transform.localEulerAngles; if(moveController.enabled){ transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("Mouse X")); camRotation.x -= Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime; camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle); cam.transform.localEulerAngles = camRotation; } /* else{ cam.transform.localEulerAngles = cam.transform.localEulerAngles - rotOffset; } */ } //REMOVE WHEN UNNECCESARY //Respawns player if they fall below a certain point private void Respawn() { if (transform.position.y < -1) { transform.position = new Vector3(1f, 3f, 1f); } } //Gravity Function for adjusting y-vel due to wallrun/glide/etc private void Gravity(){ //Gliding 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 //Go down slowly } 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)) //&& 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) { moveController.Move(Vector3.down * groundHit.distance); } } } } //Ragdoll Functions private void getHit(Vector3 dir, float force){ if(firstHit == false){ EnableRagdoll(); dir.Normalize(); rB.AddForce(dir * force, ForceMode.Impulse); firstHit = true; } } private void EnableRagdoll(){ ragTime = pStats.RecovTime; prevRot = transform.localEulerAngles; capCol.enabled = true; moveController.enabled = false; rB.isKinematic = false; rB.detectCollisions = true; } private void DisableRagdoll(){ capCol.enabled = false; moveController.enabled = true; rB.isKinematic = true; rB.detectCollisions = false; transform.localEulerAngles = prevRot; } //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; } //Slide Function private void Slide(){ if (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; moveController.height = 1.0f; pStats.Traction = 0.01f; } pStats.Traction += .02f; } 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 slidding 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); isSliding = false; moveController.height = 2.0f; pStats.Traction = originalTraction; } else{ Debug.Log("Object above you"); } } //if button is not held down, and still slidding (if they let go but something was above them) check to see if something is still above them, if not else if (Input.GetKey(KeyCode.Q) == false && isSliding==true){ //if nothing is above the object, stop slidding 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); isSliding = false; moveController.height = 2.0f; pStats.Traction = originalTraction; } else { Debug.Log("Object above you"); } } } }