Merge branch 'player-controller'

This commit is contained in:
juliuse98
2021-11-01 14:32:06 +01:00
7 changed files with 302 additions and 119 deletions

View File

@@ -8,42 +8,30 @@ using Mirror;
public class PlayerController : NetworkBehaviour
{
[Header("Mouse Look")]
[SerializeField] private Transform playerCamera = null;
[SerializeField] private Transform playerNeck = null;
[SerializeField] private float mouseSensitivity = 4.0f;
[SerializeField] private float maxCameraAngle = -90f;
[SerializeField] private float neckStartAngle = 0f;
[SerializeField] private float minCameraAngle = 90f;
[SerializeField] private float neckLength = 0.2f;
[SerializeField] [Range(0.0f, 0.5f)] private float mouseSmoothTime = 0.001f;
[SerializeField] private bool lockCursor = true;
[Header("Movement")]
[SerializeField] private float walkSpeed = 6.0f;
[SerializeField][Range(0.0f, 0.5f)] private float moveSmoothTime = 0.05f;
[SerializeField] float gravity = -13.0f;
[SerializeField][Range(0.0f, 0.5f)] private float moveSmoothTime = 0.001f;
[SerializeField] float gravity = -10.0f;
[SerializeField] private float jumpHeight;
private Vector3 inputDirection = Vector3.zero;
private Vector3 moveDirection;
[Header("Ground Check")]
[SerializeField] private Transform groundCheck;
[SerializeField] private float groundDistance = 0.4f;
[SerializeField] private LayerMask groundMask;
[Header("Ground Angle")]
[SerializeField] private float groundAngle;
[SerializeField] private float moveGroundAngle;
public bool isGrounded;
private float fullPitch = 0f;
private float cameraPitch = 0f;
private float neckPitch = 0f;
private float velocityY = 0.0f;
private CharacterController controller;
private Vector2 currentDir = Vector2.zero;
private Vector2 currentDirVelocity = Vector2.zero;
private Vector2 currentMouseDelta = Vector2.zero;
private Vector2 currentMouseDeltaVelocity = Vector2.zero;
private Vector3 currentDir = Vector3.zero;
private Vector3 currentDirVelocity = Vector3.zero;
private Vector3 velocity = Vector3.zero;
private void Start()
@@ -51,54 +39,57 @@ public class PlayerController : NetworkBehaviour
if (isLocalPlayer)
{
controller = GetComponent<CharacterController>();
if (lockCursor)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
else
{
playerCamera.gameObject.SetActive(false);
}
}
private void Update()
{
if (!isLocalPlayer) return;
UpdateMouseLook();
Grounded();
UpdateMovement();
if (isLocalPlayer)
{
Grounded();
CheckGoundAngle();
UpdateMovement();
}
}
private void Grounded()
{
//Check every frame if the player stands on the ground
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
isGrounded = Physics.CheckSphere(groundCheck.position + new Vector3(0, GetComponent<CharacterController>().radius - 0.1f, 0),GetComponent<CharacterController>().radius + 0.0f, groundMask);
}
private void UpdateMouseLook()
public bool isMoving()
{
Vector2 targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")); //Get the axis of the mouse
currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
fullPitch -= currentMouseDelta.y * mouseSensitivity;
fullPitch = Mathf.Clamp(fullPitch,-maxCameraAngle,-minCameraAngle);
if (fullPitch >= neckStartAngle) {
playerNeck.localEulerAngles = Vector3.right * (fullPitch - neckStartAngle);
}
else {
playerCamera.localEulerAngles = Vector3.right * fullPitch;
}
playerCamera.position = playerNeck.position;
playerCamera.position += playerNeck.up * neckLength;
transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity); //Rotate the hole player if looked sideways (Rotates the player left and right)
if (velocity.x == 0 && velocity.y == 0 && velocity.z == 0) return true;
else return false;
}
private void CheckGoundAngle()
{
//Check every frame if the player stands on the ground
RaycastHit hit;
if (Physics.Raycast(groundCheck.position + new Vector3(0, 0.4f, 0), Vector3.down, out hit))
{
moveDirection = Quaternion.Euler(0, transform.eulerAngles.y + 90f, 0) * inputDirection;
moveDirection = Vector3.Cross(moveDirection, hit.normal);
if (isMoving())
{
moveGroundAngle = -(Vector3.Angle(moveDirection, transform.up) - 90f);
}
else
{
moveGroundAngle = 0f;
}
groundAngle = Vector3.Angle(hit.normal,transform.up);
Debug.Log(moveGroundAngle);
}
}
private void OnDrawGizmos()
{
Gizmos.color = Color.red;
Gizmos.DrawRay(new Ray(transform.position, moveDirection * 50));
}
private void UpdateMovement()
{
//Grounded
@@ -110,16 +101,25 @@ public class PlayerController : NetworkBehaviour
if (Input.GetButtonDown("Jump") && isGrounded)
{
//Debug.Log("Jump");
velocityY += Mathf.Sqrt(jumpHeight * -2f * gravity);
velocityY += Mathf.Sqrt(jumpHeight * 4f);
}
Vector2 targetDir = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); //Get Inputs
targetDir.Normalize(); //Damit schr<68>g laufen nicht schneller ist
inputDirection = new Vector3(Input.GetAxisRaw("Horizontal"),0, Input.GetAxisRaw("Vertical")); //Get Inputs
inputDirection.Normalize(); //Damit schr<68>g laufen nicht schneller ist
currentDir = Vector2.SmoothDamp(currentDir, targetDir, ref currentDirVelocity, moveSmoothTime); //Smooth movement change
if (isGrounded)
{
currentDir = moveDirection;
}
else
{
moveDirection = new Vector3(moveDirection.x, 0, moveDirection.z);
currentDir = moveDirection;
}
currentDir = currentDir + new Vector3(0, velocityY, 0);
velocity = currentDir * walkSpeed;
Vector3 velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * walkSpeed + (Vector3.up * velocityY);
controller.Move(velocity * Time.deltaTime);

View File

@@ -0,0 +1,82 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Mirror;
public class PlayerMouseLook : NetworkBehaviour
{
[Header("Mouse Look")]
[SerializeField] private Transform playerCamera = null;
[SerializeField] private Transform playerNeck = null;
[SerializeField] private float mouseSensitivity = 4.0f;
[SerializeField] private float maxCameraAngle = 90f;
[SerializeField] private float neckStartAngle = 0f;
[SerializeField] private float minCameraAngle = -90f;
[SerializeField] private float neckLength = 0.2f;
[SerializeField] [Range(0.0f, 0.5f)] private float mouseSmoothTime = 0.001f;
[SerializeField] private bool lockCursor = true;
private float fullPitch = 0f;
private float cameraPitch = 0f;
private float neckPitch = 0f;
private float velocityY = 0.0f;
private CharacterController controller;
private Vector2 currentMouseDelta = Vector2.zero;
private Vector2 currentMouseDeltaVelocity = Vector2.zero;
private void Start()
{
if (isLocalPlayer)
{
controller = GetComponent<CharacterController>();
playerCamera.gameObject.SetActive(true);
if (lockCursor)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
}
private void Update()
{
if (isLocalPlayer)
{
UpdateMouseLook();
}
}
private void UpdateMouseLook()
{
Vector2 targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")); //Get the axis of the mouse
currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
fullPitch -= currentMouseDelta.y * mouseSensitivity;
fullPitch = Mathf.Clamp(fullPitch, -maxCameraAngle, -minCameraAngle);
if (fullPitch >= neckStartAngle)
{
playerNeck.localEulerAngles = Vector3.right * (fullPitch - neckStartAngle);
}
else
{
playerCamera.localEulerAngles = Vector3.right * fullPitch;
}
playerCamera.position = playerNeck.position;
playerCamera.position += playerNeck.up * neckLength;
transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity); //Rotate the hole player if looked sideways (Rotates the player left and right)
}
}

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@@ -0,0 +1,11 @@
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