TheKingsRace/Assets/Scripts/PlayerScripts/PlayerMovement.cs
Melbyj1125 3569ef0366 Added Inventory
Player Inventory takes scriptable objects
Items defines a scriptable object that modifies stats
2021-10-08 13:46:00 -05:00

251 lines
7.3 KiB
C#

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<CharacterController>();
pStats = GetComponent<PlayerStats>();
Cursor.lockState = CursorLockMode.Locked;
beam = gameObject.AddComponent<LineRenderer>();
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<CharacterController>().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
}
}
}