using System.Collections; using System.Collections.Generic; using UnityEngine; using MLAPI; public class dMoveStateManager : NetworkBehaviour { ////Player States public dMoveBaseState currentState; public dMoveBaseState previousState; //WASD States public dMoveIdleState IdleState = new dMoveIdleState(); public dMoveWalkState WalkState = new dMoveWalkState(); public dMoveJogState JogState = new dMoveJogState(); public dMoveRunState RunState = new dMoveRunState(); //Slide States public dMoveSlideState SlideState = new dMoveSlideState(); public dMoveCrouchState CrouchState = new dMoveCrouchState(); public dMoveCrouchWalkState CrouchWalkState = new dMoveCrouchWalkState(); //Incapitated States public dMoveRagdollState RagdollState = new dMoveRagdollState(); public dMoveRecoveringState RecoveringState = new dMoveRecoveringState(); //Grapple States public dMoveGrappleAirState GrappleAirState = new dMoveGrappleAirState(); //// ////Objects Sections private GameObject parentObj; // Parent object private GameObject playerModel; // player visual model public Camera cam; // Camera object //// ////Components Section public CharacterController moveController; // Character Controller public Rigidbody rB; // Players Rigidbody public CapsuleCollider capCol; // Players Capsule Collider public Animator animator; // Animation Controller //// ////Scripts Section public PlayerStats pStats; // Player Stats public dAerialStateManager aSM; //// AnimatorManagerScript private dAnimationManager animationManager; //// ////State Transition Variables public float idleLimit = .3f; public float walkLimit = 10.0f; public float jogLimit = 20f; public float runLimit = 30f; //// ////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 current vel using driftVel public int layerMask; // LayerMask to exclude player RaycastHit wallHitTop, wallHitBot, wallExitTop, wallExitBot; // Raycast for momentum loss on wall hit private Vector3 lastVel; // previous vel private bool firstWallHit = false; // hit the wall for the first time //Camera Variables private Vector3 camRotation; // cameras camera rotation vector [Range(-45, -15)] public int minAngle = -18; // minimum downwards cam angle [Range(30, 80)] public int maxAngle = 30; // Max upwards cam angle [Range(50, 500)] public int sensitivity = 200; // Camera sensitivity //Ragdoll Variables public Vector3 dirHit; // Direction hit public float distToGround; // distance to ground //// 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 animationManager = GetComponent(); playerModel = GameObject.FindGameObjectWithTag("PlayerModel"); //// ////Initialize Scripts pStats = GetComponent(); // set PlayerStats aSM = GetComponent(); // aerial state manager //// ////Initialize Variables layerMask = (1 << 17); //layerMask = ~layerMask; //// } // Start is called before the first frame update void Start() { //players starting state currentState = IdleState; previousState = IdleState; currentState.EnterState(this, previousState); //Slide Upwards Variable distToGround = GetComponent().bounds.extents.y; // set players distance to ground lastVel = Vector3.zero; //if (!IsLocalPlayer) { return; } Cursor.lockState = CursorLockMode.Locked; // Lock cursor on start if you are the local player pStats.CurTraction = pStats.Traction; pStats.CurAcc = pStats.Acc; } // Update is called once per frame void Update() { //if (!IsLocalPlayer) { return; } //calculates vel using driftVel will need to be relocated calculatedCurVel = driftVel.magnitude * 50f; //calls any logic in the update state from current state currentState.UpdateState(this); } void FixedUpdate(){ //if (!IsLocalPlayer) { return; } //if camera is enabled then rotate if(cam.enabled) Rotation(); else Debug.Log("Cam Disabled"); if(moveController.enabled){ ApplyWind(pStats.WindOn); } //calls any logic in the fixed update state from current state currentState.FixedUpdateState(this); } public void SwitchState(dMoveBaseState state){ currentState.ExitState(this, state); //Sets the previous State previousState = currentState; //updates current state and calls logic for entering currentState = state; //update current animation priorty in animation manager animationManager.updateCurrentPriority(); currentState.EnterState(this, previousState); } ////Broad Functions //Player Speed Calculator public float PlayerSpeed(){ //If nothing is pressed speed is 0 if ((Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f) || pStats.IsPaused) { 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 || firstWallHit == true) { 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.CurAcc; return pStats.CurVel; } //If the players speed is above or equal to max speed set speed to max else if (pStats.CurVel >= pStats.MaxVel) { pStats.CurVel = pStats.MaxVel; return pStats.CurVel; } //case if somehow they escape this check else{ Debug.Log("Something has gone wrong with the PlayerSpeed()"); return -1; } } public void CrouchMovement(){ //Keyboard inputs //Checks if movement keys have been pressed and calculates correct vector if(currentState == CrouchWalkState){ float curSpeed = PlayerSpeed(); if(curSpeed != 0){ moveX = transform.right * Input.GetAxis("Horizontal") * Time.deltaTime * 2; moveZ = transform.forward * Input.GetAxis("Vertical") * Time.deltaTime * 2; } else{ moveX = Vector3.zero; moveZ = Vector3.zero; } vel = moveX + moveZ; Vector3 moveXZ = new Vector3(vel.x, 0, vel.z); driftVel = Vector3.Lerp(driftVel, moveXZ, 10 * Time.deltaTime); if(currentState == GrappleAirState){ driftVel = Vector3.zero; } if(driftVel != Vector3.zero){ playerModel.transform.rotation = Quaternion.LookRotation(driftVel.normalized); } //Actually move he player moveController.Move(driftVel); } else{ moveController.Move(Vector3.zero); } } //Wasd movement using player speed public void DirectionalMovement(){ //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(); vel = moveX + moveZ; Vector3 moveXZ = new Vector3(vel.x, 0, vel.z); driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.CurTraction * Time.deltaTime); if(currentState == GrappleAirState){ driftVel = Vector3.zero; } //Raycast offset Vector3 rayOffset = driftVel - lastVel; //Check if wall is in direction player is moving if (((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, driftVel.normalized, out wallHitBot, .35f, layerMask) == true) || ((currentState != SlideState || currentState != CrouchState || currentState == CrouchWalkState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), driftVel.normalized, out wallHitTop, .35f, layerMask) == true))) && !firstWallHit){ CancelMomentum(); //Debug.Log(wallHitBot.collider.name); firstWallHit = true; } if(((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, driftVel.normalized, out wallExitBot, .3f, layerMask) == false) && ((currentState == SlideState || currentState == CrouchState || currentState == CrouchWalkState) || (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), driftVel.normalized, out wallExitTop, .3f, layerMask) == false))) && firstWallHit){ firstWallHit = false; } Debug.DrawRay(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, driftVel.normalized * .5f, Color.red); Debug.DrawRay(gameObject.transform.position + new Vector3(0,2.2f,0) + rayOffset, driftVel.normalized * .5f, Color.red); if(driftVel != Vector3.zero){ playerModel.transform.rotation = Quaternion.LookRotation(driftVel.normalized); } //Actually move he player moveController.Move(driftVel); } //Slide movement public void SlideMovement(){ moveX = Vector3.zero; moveZ = Vector3.zero; //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.CurTraction * Time.deltaTime); //Actually move he player moveController.Move(driftVel); } //Camera and player rotation private void Rotation(){ //If moveController is enabled allow Camera control if(moveController.enabled && !pStats.IsPaused){ //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; } } } //Get hit into a ragdoll public void GetHit(Vector3 dir, float force){ //if (!IsLocalPlayer) { return; } dir.Normalize(); dirHit = dir * force; SwitchState(RagdollState); } //remove player momentum public void CancelMomentum(){ pStats.CurVel = 0; vel = Vector3.zero; moveX = Vector3.zero; moveZ = Vector3.zero; driftVel = Vector3.zero; } //Apply Wind movement to the player public void ApplyWind(bool wind){ if(wind){ moveController.Move(pStats.WindDirection.normalized * .2f); } } //// }