mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-03-22 17:54:26 -05:00
319 lines
11 KiB
C#
319 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 MLAPI;
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public class dMoveStateManager : NetworkBehaviour
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{
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////Player States
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public dMoveBaseState currentState;
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public dMoveBaseState previousState;
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//WASD States
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public dMoveIdleState IdleState = new dMoveIdleState();
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public dMoveWalkState WalkState = new dMoveWalkState();
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public dMoveJogState JogState = new dMoveJogState();
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public dMoveRunState RunState = new dMoveRunState();
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//Slide States
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public dMoveSlideState SlideState = new dMoveSlideState();
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public dMoveCrouchState CrouchState = new dMoveCrouchState();
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public dMoveCrouchWalkState CrouchWalkState = new dMoveCrouchWalkState();
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//Incapitated States
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public dMoveRagdollState RagdollState = new dMoveRagdollState();
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public dMoveRecoveringState RecoveringState = new dMoveRecoveringState();
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//Grapple States
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public dMoveGrappleAirState GrappleAirState = new dMoveGrappleAirState();
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////
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////Objects Sections
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private GameObject parentObj; // Parent object
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public Camera cam; // Camera object
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////
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////Components Section
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public CharacterController moveController; // Character Controller
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public Rigidbody rB; // Players Rigidbody
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public CapsuleCollider capCol; // Players Capsule Collider
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private Animator animator; // Animation Controller
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////
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////Scripts Section
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public PlayerStats pStats; // Player Stats
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public dAerialStateManager aSM;
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////
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////State Transition Variables
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public float idleLimit = .3f;
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public float walkLimit = 10.0f;
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public float jogLimit = 20f;
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public float runLimit = 30f;
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////
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////Player Variables Section
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//Speed Variables
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public Vector3 vel; // moveZ + moveX
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private Vector3 moveZ; // Local Horizontal Vector
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private Vector3 moveX; // Local Vertical Vector
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public Vector3 driftVel; // Lerped Movement Vector
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public float calculatedCurVel; // calculated current vel using driftVel
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public int layerMask; // LayerMask to exclude player
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RaycastHit wallHitTop, wallHitBot, wallExitTop, wallExitBot; // Raycast for momentum loss on wall hit
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private Vector3 lastVel; // previous vel
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private bool firstWallHit = false; // hit the wall for the first time
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//Camera Variables
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private Vector3 camRotation; // cameras camera rotation vector
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[Range(-45, -15)]
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public int minAngle = -18; // minimum downwards cam angle
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[Range(30, 80)]
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public int maxAngle = 30; // Max upwards cam angle
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[Range(50, 500)]
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public int sensitivity = 200; // Camera sensitivity
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//Ragdoll Variables
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public Vector3 dirHit; // Direction hit
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public float distToGround; // distance to ground
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////
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void Awake(){
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////Initialize Player Components
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moveController = GetComponent<CharacterController>(); // set Character Controller
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rB = GetComponent<Rigidbody>(); //set Rigid Body
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capCol = GetComponent<CapsuleCollider>(); // set Capsule Collider
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capCol.enabled = true;
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parentObj = transform.parent.gameObject; // set parent object
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animator = GetComponent<Animator>(); // set animator
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////
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////Initialize Scripts
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pStats = GetComponent<PlayerStats>(); // set PlayerStats
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aSM = GetComponent<dAerialStateManager>(); // aerial state manager
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////
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////Initialize Variables
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layerMask = 1 << 3;
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layerMask = ~layerMask;
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////
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}
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// Start is called before the first frame update
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void Start()
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{
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//players starting state
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currentState = IdleState;
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previousState = IdleState;
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currentState.EnterState(this, previousState);
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//Slide Upwards Variable
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distToGround = GetComponent<Collider>().bounds.extents.y; // set players distance to ground
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lastVel = Vector3.zero;
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//if (!IsLocalPlayer) { return; }
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Cursor.lockState = CursorLockMode.Locked; // Lock cursor on start if you are the local player
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pStats.CurTraction = pStats.Traction;
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pStats.CurAcc = pStats.Acc;
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}
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// Update is called once per frame
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void Update()
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{
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//if (!IsLocalPlayer) { return; }
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//calculates vel using driftVel will need to be relocated
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calculatedCurVel = driftVel.magnitude * 50f;
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//if grappling in aerial state manager swap to grapple here
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if(currentState != GrappleAirState){
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if(aSM.currentState == aSM.GrappleAirState && (currentState != SlideState && currentState != CrouchState && currentState != RagdollState && currentState != RecoveringState)){
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SwitchState(GrappleAirState);
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}
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}
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//calls any logic in the update state from current state
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currentState.UpdateState(this);
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}
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void FixedUpdate(){
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//if (!IsLocalPlayer) { return; }
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//if camera is enabled then rotate
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if(cam.enabled) Rotation();
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else Debug.Log("Cam Disabled");
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if(moveController.enabled){
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ApplyWind(pStats.WindOn);
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}
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//calls any logic in the fixed update state from current state
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currentState.FixedUpdateState(this);
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}
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public void SwitchState(dMoveBaseState state){
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currentState.ExitState(this, state);
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//Sets the previous State
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previousState = currentState;
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//updates current state and calls logic for entering
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currentState = state;
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currentState.EnterState(this, previousState);
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}
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////Broad Functions
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//Player Speed Calculator
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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) || pStats.IsPaused)
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{
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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 || firstWallHit == true)
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{
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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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{
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pStats.CurVel += pStats.CurAcc;
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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 if (pStats.CurVel >= pStats.MaxVel)
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{
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pStats.CurVel = pStats.MaxVel;
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return pStats.CurVel;
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}
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//case if somehow they escape this check
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else{
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Debug.Log("Something has gone wrong with the PlayerSpeed()");
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return -1;
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}
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}
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//Wasd movement using player speed
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public void DirectionalMovement(){
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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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vel = moveX + moveZ;
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Vector3 moveXZ = new Vector3(vel.x, 0, vel.z);
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//Raycast offset
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Vector3 rayOffset = moveXZ - lastVel;
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//Check if wall is in direction player is moving
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if (((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, moveXZ.normalized, out wallHitBot, .18f, layerMask) == true) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), moveXZ.normalized, out wallHitTop, .18f, layerMask) == true))) && !firstWallHit){
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CancelMomentum();
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Debug.Log("Collide");
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firstWallHit = true;
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}
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if(((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, moveXZ.normalized, out wallExitBot, .3f, layerMask) == false) && ((currentState == SlideState || currentState == CrouchState) || (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), moveXZ.normalized, out wallExitTop, .3f, layerMask) == false))) && firstWallHit){
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firstWallHit = false;
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}
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Debug.DrawRay(gameObject.transform.position + new Vector3(0,.4f,0) + (rayOffset/2), moveXZ.normalized * 1f, Color.red);
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Debug.DrawRay(gameObject.transform.position + new Vector3(0,2.2f,0) + rayOffset, moveXZ.normalized * .2f, Color.red);
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driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.CurTraction * Time.deltaTime);
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if(currentState == GrappleAirState){
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driftVel = Vector3.zero;
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}
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//Actually move he player
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moveController.Move(driftVel);
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}
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//Slide movement
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public void SlideMovement(){
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moveX = Vector3.zero;
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moveZ = Vector3.zero;
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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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Vector3 moveXZ = new Vector3(vel.x, 0, vel.z);
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driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.CurTraction * Time.deltaTime);
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//need to have move controller involved for correct movement
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if(currentState == CrouchState){
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driftVel = Vector3.zero;
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}
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//Actually move he player
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moveController.Move(driftVel);
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}
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//Camera and player rotation
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private void Rotation(){
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//If moveController is enabled allow Camera control
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if(moveController.enabled && !pStats.IsPaused){
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//if input is received from Mouse X
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if (Input.GetAxis("Mouse X") != 0){
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transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
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}
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//if input is received from right analog stick (horizontal)
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else if(Input.GetAxis("HorizontalCam") != 0){
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transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("HorizontalCam"));
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}
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//if input is if input is received from Mouse Y
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if (Input.GetAxis("Mouse Y") != 0)
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{
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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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//if input is received from right analog stick (vertical)
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else if (Input.GetAxis("VerticalTurn") != 0){
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camRotation.x -= Input.GetAxis("VerticalTurn") * 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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}
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}
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//Get hit into a ragdoll
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public void GetHit(Vector3 dir, float force){
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//if (!IsLocalPlayer) { return; }
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dir.Normalize();
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dirHit = dir * force;
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SwitchState(RagdollState);
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}
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//remove player momentum
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public void CancelMomentum(){
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pStats.CurVel = 0;
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vel = Vector3.zero;
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moveX = Vector3.zero;
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moveZ = Vector3.zero;
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driftVel = Vector3.zero;
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}
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//Apply Wind movement to the player
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public void ApplyWind(bool wind){
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if(wind){
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moveController.Move(pStats.WindDirection.normalized * .2f);
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}
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}
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////
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}
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