TheKingsRace/Assets/Scripts/PlayerScripts/PlayerMovement.cs
Melbyj1125 c99f19c192 Created and Updated MovementScene
Implemented Basic Player Movement
Created Player and Platform objects
Created PlayerMovement Script
2021-10-01 12:24:18 -05:00

132 lines
3.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PlayerMovement : MonoBehaviour
{
//Variable Section
/////
//Speed Variables
private float minPlayerSpeed = 2f;
private float maxPlayerSpeed = 20f;
private float curPlayerSpeed;
private Vector3 vel;
//Acceleration Variables
private float playerAcceleration = .03f;
//Character Turning /////MAYBE REMOVE WHEN ADD MOUSE CAMERA
private float turnSpeed = 100.0f;
//Character Moving
private CharacterController moveController;
//Jumping
private float jumpPow = 25f;
private float gravity = 5.0f;
//Bump physics
float mass = 5.0F; // defines the character mass
Vector3 impact = Vector3.zero;
/////
void Awake(){
moveController = GetComponent<CharacterController>();
}
void Start(){
curPlayerSpeed = 0.0f;
}
// Update is called once per frame
void FixedUpdate()
{
//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);
//Checks if player should respawn
Respawn();
}
//Reads inputs and moves player
private void InputController(){
//Keyboard inputs
Vector3 turnInput = new Vector3(0, Input.GetAxis("HorizontalCam") ,0 );
//Checks if movement keys have been pressed and calculates correct vector
Vector3 moveX = transform.right * Input.GetAxis("Horizontal") * Time.deltaTime * PlayerSpeed();
Vector3 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;
//If space is pressed apply an upwards force to the player
if(moveController.isGrounded && Input.GetAxis("Jump") != 0){
AddImpact(transform.up, jumpPow);
}
//Gravity
vel.y -= gravity * Time.deltaTime;
//////UPDATE SO CAMERA IS ROTATED WITH MOUSE/////////
//Rotates player with keys
transform.rotation *= (Quaternion.Euler(turnInput * Time.deltaTime * turnSpeed));
moveController.Move(vel);
}
//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){
curPlayerSpeed = 0.0f;
return curPlayerSpeed;
}
//If current speed is below min when pressed set to minimum speed
else if(curPlayerSpeed < minPlayerSpeed){
curPlayerSpeed = minPlayerSpeed;
return minPlayerSpeed;
}
// while the speed is below max speed slowly increase it
else if((curPlayerSpeed >= minPlayerSpeed) && (curPlayerSpeed < maxPlayerSpeed)){
curPlayerSpeed += playerAcceleration;
return curPlayerSpeed + playerAcceleration;
}
//If the players speed is above or equal to max speed set speed to max
else{
curPlayerSpeed = maxPlayerSpeed;
return maxPlayerSpeed;
}
}
//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;
}
//Respawns player if they fall below a certain point
private void Respawn(){
if(transform.position.y < -1){
transform.position = new Vector3(1f, 1f, 1f);
}
}
}