Merge branch 'player-controller' of https://github.com/DerTyp187/defrain into player-controller

This commit is contained in:
DerTyp187
2021-11-01 08:44:49 +01:00
6 changed files with 147 additions and 101 deletions

View File

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@@ -304,10 +304,10 @@ CharacterController:
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moveSmoothTime: 0.05 moveSmoothTime: 0.05
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username: mouseSensitivity: 4
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@@ -478,7 +473,7 @@ Camera:
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View File

@@ -8,97 +8,70 @@ using Mirror;
public class PlayerController : NetworkBehaviour 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")] [Header("Movement")]
[SerializeField] private float walkSpeed = 6.0f; [SerializeField] private float walkSpeed = 6.0f;
[SerializeField][Range(0.0f, 0.5f)] private float moveSmoothTime = 0.05f; [SerializeField][Range(0.0f, 0.5f)] private float moveSmoothTime = 0.05f;
[SerializeField] float gravity = -13.0f; [SerializeField] float gravity = -13.0f;
[SerializeField] private float jumpHeight; [SerializeField] private float jumpHeight;
private Vector3 inputDirection = Vector3.zero;
private Vector3 moveDirection;
[Header("Ground Check")] [Header("Ground Check")]
[SerializeField] private Transform groundCheck; [SerializeField] private Transform groundCheck;
[SerializeField] private float groundDistance = 0.4f;
[SerializeField] private LayerMask groundMask; [SerializeField] private LayerMask groundMask;
[Header("Ground Angle")]
// [SerializeField] private Transform groundDistance;
public bool isGrounded; public bool isGrounded;
private float fullPitch = 0f;
private float cameraPitch = 0f;
private float neckPitch = 0f;
private float velocityY = 0.0f; private float velocityY = 0.0f;
private CharacterController controller; private CharacterController controller;
private Vector2 currentDir = Vector2.zero; private Vector2 currentDir = Vector2.zero;
private Vector2 currentDirVelocity = Vector2.zero; private Vector2 currentDirVelocity = Vector2.zero;
private Vector2 currentMouseDelta = Vector2.zero;
private Vector2 currentMouseDeltaVelocity = Vector2.zero;
private void Start() private void Start()
{ {
if (isLocalPlayer) if (isLocalPlayer)
{ {
controller = GetComponent<CharacterController>(); controller = GetComponent<CharacterController>();
if (lockCursor)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
} }
} }
else
{
playerCamera.gameObject.SetActive(false);
}
}
private void Update() private void Update()
{ {
if (!isLocalPlayer) return; if (isLocalPlayer)
{
UpdateMouseLook();
Grounded(); Grounded();
CheckGoundAngle();
UpdateMovement(); UpdateMovement();
}
} }
private void Grounded() private void Grounded()
{ {
//Check every frame if the player stands on the ground //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 - 0.01f, 0),GetComponent<CharacterController>().radius + 0.0f, groundMask);
} }
private void UpdateMouseLook()
private void CheckGoundAngle()
{ {
Vector2 targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")); //Get the axis of the mouse //Check every frame if the player stands on the ground
RaycastHit hit;
currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime); if (Physics.Raycast(groundCheck.position + new Vector3(0,0.4f,0),Vector3.down,out hit))
fullPitch -= currentMouseDelta.y * mouseSensitivity; {
fullPitch = Mathf.Clamp(fullPitch,-maxCameraAngle,-minCameraAngle); Debug.Log(transform.eulerAngles.y);
moveDirection = Quaternion.Euler(0, transform.eulerAngles.y + 90, 0) * inputDirection;
if (fullPitch >= neckStartAngle) { moveDirection = Vector3.Cross(moveDirection, hit.normal);
playerNeck.localEulerAngles = Vector3.right * (fullPitch - neckStartAngle);
} }
else {
playerCamera.localEulerAngles = Vector3.right * fullPitch;
} }
playerCamera.position = playerNeck.position; private void OnDrawGizmos()
playerCamera.position += playerNeck.up * neckLength; {
Gizmos.color = Color.red;
transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity); //Rotate the hole player if looked sideways (Rotates the player left and right) Gizmos.DrawRay(new Ray(transform.position, moveDirection * 50));
} }
private void UpdateMovement() private void UpdateMovement()
{ {
//Grounded //Grounded
@@ -113,10 +86,10 @@ public class PlayerController : NetworkBehaviour
velocityY += Mathf.Sqrt(jumpHeight * -2f * gravity); velocityY += Mathf.Sqrt(jumpHeight * -2f * gravity);
} }
Vector2 targetDir = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); //Get Inputs inputDirection = new Vector3(Input.GetAxisRaw("Horizontal"),0, Input.GetAxisRaw("Vertical")); //Get Inputs
targetDir.Normalize(); //Damit schr<68>g laufen nicht schneller ist inputDirection.Normalize(); //Damit schr<68>g laufen nicht schneller ist
currentDir = Vector2.SmoothDamp(currentDir, targetDir, ref currentDirVelocity, moveSmoothTime); //Smooth movement change currentDir = Vector2.SmoothDamp(currentDir, new Vector2(inputDirection.x,inputDirection.z), ref currentDirVelocity, moveSmoothTime); //Smooth movement change
Vector3 velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * walkSpeed + (Vector3.up * velocityY); Vector3 velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * walkSpeed + (Vector3.up * velocityY);

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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