using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class PlayerMovement : MonoBehaviour { //Scripts public PlayerStats pStats; //Variable Section ///// //Speed Variables private Vector3 moveZ; private Vector3 moveX; private Vector3 vel; private Vector3 driftVel; //Character Moving private CharacterController moveController; //Jump value private int curJumpNum; private bool jumpPressed; //Bump physics float mass = 5.0F; // defines the character mass Vector3 impact = Vector3.zero; //Camera Variables private Vector3 camRotation; private Transform cam; [Range(-45, -15)] public int minAngle = -30; [Range(30, 80)] public int maxAngle = 45; [Range(50, 500)] public int sensitivity = 200; //Blink Variables private LineRenderer beam; private Vector3 origin; private Vector3 endPoint; private Vector3 mousePos; private RaycastHit hit; private Camera Cam; ///// void Awake(){ //Initialize Components moveController = GetComponent(); pStats = GetComponent(); Cursor.lockState = CursorLockMode.Locked; beam = gameObject.AddComponent(); beam.startWidth = 0.2f; beam.endWidth = 0.2f; //camera transform cam = Camera.main.transform; Cam = Camera.main; //RENAME WHEN CLEANING UP BLINK } void Start(){ } // Update is called once per frame void FixedUpdate(){ //input controls for movement InputController(); //Controls for camera Rotate(); //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(); Blink(); } void Update(){ if(moveController.isGrounded) curJumpNum = 0; } //Reads inputs and moves player private void InputController(){ //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 vel.y -= pStats.PlayerGrav * Time.deltaTime; driftVel = Vector3.Lerp(driftVel, vel, pStats.Traction*Time.deltaTime); //Jump Function Jump(); moveController.Move(driftVel); } //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){ 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 < pStats.JumpNum){ AddImpact(transform.up, pStats.JumpPow); curJumpNum++; jumpPressed = true; } //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(moveController.isGrounded) curJumpNum = 0; //If space isn't being pressed then jump is false if(Input.GetAxis("Jump")==0) jumpPressed = false; } //Camera private void Rotate() { transform.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.localEulerAngles = camRotation; } //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, 1f, 1f); } } //ADJUST SO DISTANCE IS DETERMINED BY SCROLL WHEEL //blinks the player forwards private void Blink(){ if (Input.GetMouseButton(1)){ // Finding the origin and end point of laser. origin = transform.position + transform.forward * transform.lossyScale.z; // Finding mouse pos in 3D space. mousePos = Input.mousePosition; mousePos.z = 20f; endPoint = Cam.ScreenToWorldPoint(mousePos); // Find direction of beam. Vector3 dir = endPoint - origin; dir.Normalize(); // Are we hitting any colliders? if (Physics.Raycast(origin, dir, out hit, 20f)){ // If yes, then set endpoint to hit-point. endPoint = hit.point; } // Set end point of laser. beam.SetPosition(0, origin); beam.SetPosition(1, endPoint); // Draw the laser! beam.enabled = true; /*Ray ray = camera.ScreenPointToRay(Input.mousePosition); RaycastHit raycastHit; if (Physics.Raycast(ray, out raycastHit, 5.0f)){ LineRenderer.SetPosition(1, raycastHit.point); }*/ } else if(!Input.GetMouseButton(1) && beam.enabled == true){ beam.enabled = false; //disable character controller for a brief second for teleportation //gameObject.GetComponent().enabled = false; //get Vector3 bump = new Vector3(0, .5f, 0); //if teleporting due to hit to object, bump them a bit outside normal if(hit.point != null) { transform.position = endPoint + hit.normal * 1.25f; } //if teleporting in the air or something, just spawn at endpoint else{ transform.position = endPoint; } //reenable character controller } } }