TheKingsRace/Assets/Scripts/PlayerScripts/PlayerMovement.cs
Vincent Wheat e115a7d198 Merge branch 'Wallrunning-Debug'
-Added template for grappling hook
-Fixed ground check in player movement
2021-10-18 12:48:18 -05:00

384 lines
11 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;
//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;
//Blink Variables
private LineRenderer beam;
private Vector3 origin;
private Vector3 endPoint;
private Vector3 mousePos;
private RaycastHit hit;
/////
void Awake()
{
//Initialize Components
moveController = GetComponent<CharacterController>();
pStats = GetComponent<PlayerStats>();
ignoreP = LayerMask.GetMask("Player");
beam = gameObject.AddComponent<LineRenderer>();
beam.startWidth = 0.2f;
beam.endWidth = 0.2f;
beam.enabled = false;
//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()
{
//input controls for movement
InputController();
//Controls for camera
Rotate();
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);
Blink();
}
else{
Debug.Log("MoveController is either Disabled or wasn't retrieved correctly");
}
// 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()
{
//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;
//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(isGrounded){
curJumpNum = 0;
}
//If space isn't being pressed then jump is false
if (Input.GetAxis("Jump") == 0) jumpPressed = false;
}
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
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.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(){
//Temp Values for Glider
float tempTraction = 0.0f;
bool tempSet = false;
//ADD CHECKER FOR GLIDER WHEN FULLY IMPLEMENTED
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);
}
}
}
}
//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;
//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
}
}
}