TheKingsRace/Assets/Scripts/PlayerScripts/PlayerMovement.cs
Melbyj1125 702bb555f0 Implemented Item Scripts into objects
Implemented Ragdoll kinda
There are some issues with getting hit while ragdolling that need to be
fixed
Adjusted Dash
Dash still needs some adjustments before being fully implemented
2021-10-25 03:38:56 -05:00

361 lines
10 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
public Vector3 vel;
private Vector3 moveZ;
private Vector3 moveX;
private Vector3 driftVel;
//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 WallRun 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;
private 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 bool firstHit = false;
private bool heldDown = false;
private Vector3 prevRot;
private Vector3 hitForce;
void Awake()
{
//Initialize Components
moveController = GetComponent<CharacterController>();
rB = GetComponent<Rigidbody>();
pStats = GetComponent<PlayerStats>();
//camera transform
cam = GetComponentInChildren<Camera>();
//Wallrun
//wallRun = gameObject.GetComponent<WallRun>();
}
void Start()
{
distToGround = GetComponent<Collider>().bounds.extents.y;
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void FixedUpdate()
{
//Controls for camera
Rotation();
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 suffiecient impact magnitude is applied then move player
if (rB.velocity.magnitude < 0.2f){
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");
}
//TESTING RAGDOLL STUFF NEEDS SOME WORk
/*
if (Input.GetMouseButton(1) && heldDown == false){
Debug.Log("yup");
getHit(new Vector3(1,1,1), 2000);
heldDown = true;
}
*/
if(!Input.GetMouseButton(1)){
heldDown = false;
}
//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);
//Jump Function
Jump();
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)
{
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 + 1 < pStats.JumpNum)
{
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()
{
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.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
}
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);
firstHit = true;
}
}
private void EnableRagdoll(){
prevRot = transform.localEulerAngles;
moveController.enabled = false;
rB.isKinematic = false;
rB.detectCollisions = true;
}
private void DisableRagdoll(){
moveController.enabled = true;
rB.isKinematic = true;
rB.detectCollisions = false;
transform.localEulerAngles = prevRot;
}
}