mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-03-25 11:14:40 -05:00
350 lines
11 KiB
C#
350 lines
11 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class PlayerMovement : MonoBehaviour
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{
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//Scripts
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public PlayerStats pStats;
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//Variable Section
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/////
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//Speed Variables
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public Vector3 vel;
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private Vector3 moveZ;
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private Vector3 moveX;
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private Vector3 driftVel;
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//Character Moving
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private CharacterController moveController;
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//Jump value
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private int curJumpNum;
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private bool jumpPressed;
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//Jump physics
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private float mass = 5.0F; // defines the character mass
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private Vector3 impact = Vector3.zero;
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private float distToGround;
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//Wallrunning
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private WallRun wallRun;
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//Ground Check
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public bool isGrounded { get; private set; } //Better custom is grounded
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public float groundCheckDistance = 0.05f; //how far away from the ground to not be considered grounded
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private float lastTimeJumped = 0f; //Last time the player jumped
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const float jumpGroundingPreventionTime = 0.2f; // delay in checking if we are grounded after a jump
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const float groundCheckDistanceInAir = 0.07f; //How close we have to get to ground to start checking for grounded again
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public LayerMask groundCheckLayers = -1; //Physics layers checked to consider the player grounded
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//Camera Variables
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private LayerMask ignoreP;
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private Vector3 camRotation;
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private Camera cam;
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[Range(-45, -15)]
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public int minAngle = -30;
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[Range(30, 80)]
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public int maxAngle = 45;
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[Range(50, 500)]
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public int sensitivity = 200;
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//Blink Variables
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private LineRenderer beam;
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private Vector3 origin;
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private Vector3 endPoint;
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private Vector3 mousePos;
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private RaycastHit hit;
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/////
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void Awake(){
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//Initialize Components
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moveController = GetComponent<CharacterController>();
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pStats = GetComponent<PlayerStats>();
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Cursor.lockState = CursorLockMode.Locked;
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ignoreP = LayerMask.GetMask("Player");
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beam = gameObject.AddComponent<LineRenderer>();
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beam.startWidth = 0.2f;
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beam.endWidth = 0.2f;
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//camera transform
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cam = Camera.main;
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//Wallrun
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wallRun = gameObject.GetComponent<WallRun>();
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}
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void Start(){
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distToGround = GetComponent<Collider>().bounds.extents.y;
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}
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// Update is called once per frame
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void FixedUpdate(){
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//input controls for movement
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InputController();
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//Controls for camera
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Rotate();
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//if suffiecient impact magnitude is applied then move player
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if (impact.magnitude > 0.2F) moveController.Move(impact * Time.deltaTime);
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// consumes the impact energy each cycle:
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impact = Vector3.Lerp(impact, Vector3.zero, 5*Time.deltaTime);
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//Checks if player should respawn
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Respawn();
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Blink();
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}
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//Reads inputs and moves player
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private void InputController(){
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//Check if player is grounded before each frame
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GroundCheck();
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//Keyboard inputs
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//Checks if movement keys have been pressed and calculates correct vector
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moveX = transform.right * Input.GetAxis("Horizontal") * Time.deltaTime * PlayerSpeed();
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moveZ = transform.forward * Input.GetAxis("Vertical") * Time.deltaTime * PlayerSpeed();
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//Adds vectors based on movement keys and other conditions to check what the
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//player vector should be under the circumstances
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vel = moveX + moveZ;
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//Gravity
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Gravity();
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driftVel = Vector3.Lerp(driftVel, vel, pStats.Traction*Time.deltaTime);
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//Jump Function
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Jump();
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moveController.Move(driftVel);
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}
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//Calculates speed current player needs to be going
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public float PlayerSpeed(){
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//If nothing is pressed speed is 0
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if(Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f){
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pStats.CurVel = 0.0f;
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return pStats.CurVel;
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}
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//If current speed is below min when pressed set to minimum speed
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else if(pStats.CurVel < pStats.MinVel){
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pStats.CurVel = pStats.MinVel;
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return pStats.MinVel;
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}
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// while the speed is below max speed slowly increase it
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else if((pStats.CurVel >= pStats.MinVel) && (pStats.CurVel < pStats.MaxVel)){
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pStats.CurVel += pStats.Acc;
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return pStats.CurVel;
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}
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//If the players speed is above or equal to max speed set speed to max
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else{
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pStats.CurVel = pStats.MaxVel;
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return pStats.CurVel;
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}
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}
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//Applies impact in a direction with the given force
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public void AddImpact(Vector3 dir, float force){
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dir.Normalize();
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if (dir.y < 0) dir.y = -dir.y; // reflect down force on the ground
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impact += dir.normalized * force / mass;
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}
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//Jump Function
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private void Jump(){
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//If space is pressed apply an upwards force to the player
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if(Input.GetAxis("Jump") != 0 && !jumpPressed && curJumpNum+1 < pStats.JumpNum){
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AddImpact(transform.up, pStats.JumpPow);
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curJumpNum++;
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jumpPressed = true;
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}
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lastTimeJumped = Time.time;
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//NEEDS TO BE MASSIVELY CHANGE LIKELY USE RAYCAST TO CHECK IF ACTUALLY ON GROUND
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//CANNOT USE CHARACTERCONTROLLER.ISGROUNDED IT IS UNRELIABLE
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//If grounded no jumps have been used
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// if(IsGrounded()){
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// curJumpNum = 0;
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// }
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//If space isn't being pressed then jump is false
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if(Input.GetAxis("Jump")==0) jumpPressed = false;
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}
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public bool GetJumpPressed() {
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return jumpPressed;
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}
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public Camera GetPlayerCamera() {
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return cam;
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}
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public void AddPlayerVelocity(Vector3 additiveVelocity) {
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vel += additiveVelocity;
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}
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public void SetPlayerVelocity(Vector3 newVelocity)
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{
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vel = newVelocity;
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}
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//Camera
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private void Rotate()
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{
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transform.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
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camRotation.x -= Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;
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camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
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cam.transform.localEulerAngles = camRotation;
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}
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//REMOVE WHEN UNNECCESARY
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//Respawns player if they fall below a certain point
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private void Respawn(){
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if(transform.position.y < -1){
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transform.position = new Vector3(1f, 1f, 1f);
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}
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}
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//Gravity Function for adjusting y-vel due to wallrun/glide/etc
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private void Gravity(){
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//Normal Gravity
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vel.y -= pStats.PlayerGrav * Time.deltaTime;
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//Wallrunning
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if (pStats.HasWallrun) { wallRun.WallRunRoutine(); } //adjusted later if we are wallrunning
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//If gliding
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//Go down slowly
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}
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void GroundCheck()
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{
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// Make sure that the ground check distance while already in air is very small, to prevent suddenly snapping to ground
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float chosenGroundCheckDistance = isGrounded ? (moveController.skinWidth + groundCheckDistance) : groundCheckDistanceInAir;
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// reset values before the ground check
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isGrounded = false;
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Vector3 groundNormal = Vector3.up;
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// 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
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if (Time.time >= lastTimeJumped + jumpGroundingPreventionTime)
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{
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// if we're grounded, collect info about the ground normal with a downward capsule cast representing our character capsule
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if (Physics.CapsuleCast(GetCapsuleBottomHemisphere(), GetCapsuleTopHemisphere(moveController.height), moveController.radius, Vector3.down, out RaycastHit hit, chosenGroundCheckDistance, groundCheckLayers, QueryTriggerInteraction.Ignore))
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{
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// storing the upward direction for the surface found
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groundNormal = hit.normal;
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// Only consider this a valid ground hit if the ground normal goes in the same direction as the character up
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// and if the slope angle is lower than the character controller's limit
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if (Vector3.Dot(hit.normal, transform.up) > 0f && IsNormalUnderSlopeLimit(groundNormal))
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{
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isGrounded = true;
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// handle snapping to the ground
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if (hit.distance > moveController.skinWidth)
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{
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moveController.Move(Vector3.down * hit.distance);
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}
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}
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}
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}
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}
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private bool IsNormalUnderSlopeLimit(Vector3 normal){ // Returns true if the slope angle represented by the given normal is under the slope angle limit of the character controller
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return Vector3.Angle(transform.up, normal) <= moveController.slopeLimit;
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}
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private Vector3 GetCapsuleBottomHemisphere(){ // Gets the center point of the bottom hemisphere of the character controller capsule
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return transform.position + (transform.up * moveController.radius);
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}
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private Vector3 GetCapsuleTopHemisphere(float atHeight){ // Gets the center point of the top hemisphere of the character controller capsule
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return transform.position + (transform.up * (atHeight - moveController.radius));
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}
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//ADJUST SO DISTANCE IS DETERMINED BY SCROLL WHEEL
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//blinks the player forwards
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private void Blink(){
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if (Input.GetMouseButton(1)){
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// Finding the origin and end point of laser.
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origin = transform.position + transform.forward * transform.lossyScale.z;
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// Finding mouse pos in 3D space.
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mousePos = Input.mousePosition;
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mousePos.z = 20f;
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endPoint = cam.ScreenToWorldPoint(mousePos);
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// Find direction of beam.
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Vector3 dir = endPoint - origin;
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dir.Normalize();
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// Are we hitting any colliders?
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if (Physics.Raycast(origin, dir, out hit, 20f)){
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// If yes, then set endpoint to hit-point.
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endPoint = hit.point;
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}
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// Set end point of laser.
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beam.SetPosition(0, origin);
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beam.SetPosition(1, endPoint);
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// Draw the laser!
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beam.enabled = true;
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/*Ray ray = camera.ScreenPointToRay(Input.mousePosition);
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RaycastHit raycastHit;
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if (Physics.Raycast(ray, out raycastHit, 5.0f)){
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LineRenderer.SetPosition(1, raycastHit.point);
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}*/
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}
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else if(!Input.GetMouseButton(1) && beam.enabled == true){
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beam.enabled = false;
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//disable character controller for a brief second for teleportation
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//gameObject.GetComponent<CharacterController>().enabled = false;
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//get
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Vector3 bump = new Vector3(0, .5f, 0);
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//if teleporting due to hit to object, bump them a bit outside normal
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if(hit.point != null) {
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transform.position = endPoint + hit.normal * 1.25f;
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}
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//if teleporting in the air or something, just spawn at endpoint
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else{
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transform.position = endPoint;
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}
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//reenable character controller
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}
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}
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}
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