using System.Collections; using System.Collections.Generic; using MLAPI; using UnityEngine; using UnityEngine.UI; public class dPlayerMovement : 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 dWallRun 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; public 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; //Blink private dBlink blink; void Awake() { //Initialize Components moveController = GetComponent(); rB = GetComponent(); capCol = GetComponent(); pStats = GetComponent(); parentObj = transform.parent.gameObject; capCol.enabled = false; //Wallrun wallRun = gameObject.GetComponent(); blink = 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 if(cam.enabled){ Rotation(); } else Debug.Log("Cam Disabled"); //Allow Movement when moveController is enabled 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"); } //TEMP FOR TESTING RAGDOLL //Right Click to ragdoll the player // if (Input.GetMouseButton(1) && heldDown == false){ // getHit(new Vector3(vel.x, 0, vel.z), 30); // heldDown = true; // } // if(!Input.GetMouseButton(1)){ // heldDown = false; // } if(pStats.HasBlink == true){ blink.BlinkMove(); } //TEMP FOR TESTING //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(); //Move Player 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; } } //Apply Impact for when force needs to be applied without ragdolling public void AddImpact(Vector3 dir, float force) { //if (!IsLocalPlayer) { return; } 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 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; } } //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 } //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)) //&& 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 += .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 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"); } } } }