mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-03-22 09:44:15 -05:00
468 lines
14 KiB
C#
468 lines
14 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using MLAPI;
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using UnityEngine;
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using UnityEngine.UI;
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public class dPlayerMovement : NetworkBehaviour
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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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//Player prefab
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private GameObject parentObj;
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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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bool tempSet = false;
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float tempTraction = 0.0f;
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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 dWallRun wallRun;
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//Ground Check
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public bool isGrounded; //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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private Ray groundRay;
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private RaycastHit groundHit;
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//Camera Variables
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private LayerMask ignoreP;
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private Vector3 camRotation;
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public 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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//Ragdoll variables
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private Vector3 hit;
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private Rigidbody rB;
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private CapsuleCollider capCol;
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private bool firstHit = false;
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private bool heldDown = false;
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private bool beginRagTimer = false;
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private float ragTime;
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private Vector3 prevRot;
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private Vector3 hitForce;
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//Slide Variables
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private bool isSliding = false;
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private float originalTraction;
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private RaycastHit ray;
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private Vector3 up;
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private bool qDown;
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//Blink
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private dBlink blink;
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void Awake()
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{
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//Initialize Components
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moveController = GetComponent<CharacterController>();
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rB = GetComponent<Rigidbody>();
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capCol = GetComponent<CapsuleCollider>();
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pStats = GetComponent<PlayerStats>();
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parentObj = transform.parent.gameObject;
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capCol.enabled = false;
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//Wallrun
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wallRun = gameObject.GetComponent<dWallRun>();
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blink = gameObject.GetComponent<dBlink>();
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up = this.gameObject.GetComponentInParent<Transform>().up;
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}
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void Start()
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{
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distToGround = GetComponent<Collider>().bounds.extents.y;
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// Don't do movement unless this is the local player controlling it
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// Otherwise we let the server handle moving us
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//if (!IsLocalPlayer) { return; }
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// Don't lock the cursor multiple times if this isn't the local player
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// Also don't want to lock the cursor for the king
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// That is why this is after the LocalPlayer check
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Cursor.lockState = CursorLockMode.Locked;
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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// Don't do movement unless this is the local player controlling it
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// Otherwise we let the server handle moving us
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//if (!IsLocalPlayer) { return; }
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//Controls for camera
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if(cam.enabled){
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Rotation();
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}
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else Debug.Log("Cam Disabled");
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//Allow Movement when moveController is enabled
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if(moveController.enabled == true){
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//input controls for movement
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InputController();
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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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}
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else{
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if (RagdollTimer() == 0){
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firstHit = false;
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DisableRagdoll();
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}
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//Gravity without moveController
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vel.y -= pStats.PlayerGrav * Time.deltaTime;
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rB.AddForce(new Vector3(0,vel.y,0));
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//Debug.LogWarning("MoveController is either Disabled or wasn't retrieved correctly");
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}
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//TEMP FOR TESTING RAGDOLL
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//Right Click to ragdoll the player
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// if (Input.GetMouseButton(1) && heldDown == false){
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// getHit(new Vector3(vel.x, 0, vel.z), 30);
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// heldDown = true;
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// }
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// if(!Input.GetMouseButton(1)){
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// heldDown = false;
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// }
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if(pStats.HasBlink == true){
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blink.BlinkMove();
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}
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//TEMP FOR TESTING
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//Checks if player should respawn
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Respawn();
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}
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//Reads inputs and moves player
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private void InputController()
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{
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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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//Moving outside basic wasd
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//Jump Function
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Jump();
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//Slide Function
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Slide();
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//Move Player
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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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{
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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) || isSliding)
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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)
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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.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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{
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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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//Apply Impact for when force needs to be applied without ragdolling
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public void AddImpact(Vector3 dir, float force)
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{
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//if (!IsLocalPlayer) { return; }
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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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{
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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 && !isSliding)
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{
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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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//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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//PlayerScript
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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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{
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return cam;
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}
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public void AddPlayerVelocity(Vector3 additiveVelocity)
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{
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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 and Player Rotation
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private void Rotation()
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{
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Vector3 lastCamPos = new Vector3(0,0,0);
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Vector3 rotOffset = transform.localEulerAngles;
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if(moveController.enabled){
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transform.parent.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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}
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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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{
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if (transform.position.y < -1)
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{
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transform.position = new Vector3(1f, 3f, 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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//Gliding
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if(jumpPressed && pStats.HasGlider){
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vel.y -= (pStats.PlayerGrav-18) * Time.deltaTime;
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if(tempSet == false){
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tempTraction = pStats.Traction;
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pStats.Traction = 1.0f;
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tempSet = true;
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}
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}
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else{
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if(tempSet == true){
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pStats.Traction = tempTraction;
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tempSet = false;
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}
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//Normal Gravity
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vel.y -= pStats.PlayerGrav * Time.deltaTime;
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}
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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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//Checks if player is grounded
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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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groundRay = new Ray(moveController.transform.position, Vector3.down);
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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
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{
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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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if (Vector3.Dot(groundHit.normal, transform.up) > 0f)
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{
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isGrounded = true;
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// handle snapping to the ground
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if (groundHit.distance > moveController.skinWidth)
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{
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moveController.Move(Vector3.down * groundHit.distance);
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}
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}
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}
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}
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//Ragdoll Functions
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private void getHit(Vector3 dir, float force){
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if(firstHit == false){
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EnableRagdoll();
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dir.Normalize();
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rB.AddForce(dir * force, ForceMode.Impulse);
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firstHit = true;
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}
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}
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private void EnableRagdoll(){
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ragTime = pStats.RecovTime;
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prevRot = transform.localEulerAngles;
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capCol.enabled = true;
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moveController.enabled = false;
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rB.isKinematic = false;
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rB.detectCollisions = true;
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}
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private void DisableRagdoll(){
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capCol.enabled = false;
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moveController.enabled = true;
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rB.isKinematic = true;
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rB.detectCollisions = false;
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transform.localEulerAngles = prevRot;
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}
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//When to begin the ragdoll timer
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private float RagdollTimer(){
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if(beginRagTimer == false){
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beginRagTimer = Physics.Raycast(transform.position, -Vector3.up, distToGround + 1f);
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}
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else if(ragTime <= 0){
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ragTime = 0;
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beginRagTimer = false;
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}
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if(beginRagTimer == true){
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ragTime -= Time.deltaTime;
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}
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return ragTime;
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}
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//Slide Function
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private void Slide(){
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if (Input.GetKey(KeyCode.Q)){
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qDown = true;
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if (isSliding == false){
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originalTraction = pStats.Traction;
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this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x - 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
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isSliding = true;
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moveController.height = 1.0f;
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pStats.Traction = 0.01f;
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}
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pStats.Traction += .004f;
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}
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else{
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qDown = false;
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}
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//NOTE: potentialy change this to only allow player back up if there is nothing above them
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if (qDown == false && isSliding == true) {
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//if nothing is above the object, stop slidding
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if (Physics.Raycast(this.gameObject.transform.position, up, out ray, 5f) == false)
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{
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this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x + 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z);
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isSliding = false;
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moveController.height = 2.0f;
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pStats.Traction = originalTraction;
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}
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else{
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Debug.Log("Object above you");
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}
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}
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}
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}
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