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https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
Ground Angle Check
-Added GroundAngleCheck
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@@ -344,12 +344,14 @@ MonoBehaviour:
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syncInterval: 0.1
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walkSpeed: 6
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moveSmoothTime: 0.05
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gravity: -13
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jumpHeight: 2
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gravity: -10
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jumpHeight: 1
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groundCheck: {fileID: 6272346182417644039}
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groundMask:
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serializedVersion: 2
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m_Bits: 64
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groundAngle: 0
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moveGroundAngle: 0
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isGrounded: 0
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--- !u!114 &7273209952621479910
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MonoBehaviour:
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@@ -621,6 +621,49 @@ PrefabInstance:
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serializedVersion: 6
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- component: {fileID: 897280306}
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- component: {fileID: 897280305}
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m_Layer: 0
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m_Name: Player Spawn
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 10.14, y: 2.95154, z: 7.02}
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m_LocalScale: {x: 1, y: 1, z: 1}
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@@ -11,8 +11,8 @@ public class PlayerController : NetworkBehaviour
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[Header("Movement")]
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[SerializeField] private float walkSpeed = 6.0f;
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[SerializeField][Range(0.0f, 0.5f)] private float moveSmoothTime = 0.05f;
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[SerializeField] float gravity = -13.0f;
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[SerializeField][Range(0.0f, 0.5f)] private float moveSmoothTime = 0.001f;
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[SerializeField] float gravity = -10.0f;
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[SerializeField] private float jumpHeight;
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private Vector3 inputDirection = Vector3.zero;
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private Vector3 moveDirection;
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@@ -22,15 +22,16 @@ public class PlayerController : NetworkBehaviour
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[SerializeField] private LayerMask groundMask;
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[Header("Ground Angle")]
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// [SerializeField] private Transform groundDistance;
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[SerializeField] private float groundAngle;
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[SerializeField] private float moveGroundAngle;
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public bool isGrounded;
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private float velocityY = 0.0f;
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private CharacterController controller;
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private Vector2 currentDir = Vector2.zero;
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private Vector2 currentDirVelocity = Vector2.zero;
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private Vector3 currentDir = Vector3.zero;
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private Vector3 currentDirVelocity = Vector3.zero;
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private Vector3 velocity = Vector3.zero;
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private void Start()
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@@ -52,18 +53,35 @@ public class PlayerController : NetworkBehaviour
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private void Grounded()
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{
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//Check every frame if the player stands on the ground
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isGrounded = Physics.CheckSphere(groundCheck.position + new Vector3(0, GetComponent<CharacterController>().radius - 0.01f, 0),GetComponent<CharacterController>().radius + 0.0f, groundMask);
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isGrounded = Physics.CheckSphere(groundCheck.position + new Vector3(0, GetComponent<CharacterController>().radius - 0.1f, 0),GetComponent<CharacterController>().radius + 0.0f, groundMask);
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}
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public bool isMoving()
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{
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if (velocity.x == 0 && velocity.y == 0 && velocity.z == 0) return true;
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else return false;
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}
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private void CheckGoundAngle()
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{
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//Check every frame if the player stands on the ground
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RaycastHit hit;
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if (Physics.Raycast(groundCheck.position + new Vector3(0,0.4f,0),Vector3.down,out hit))
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if (Physics.Raycast(groundCheck.position + new Vector3(0, 0.4f, 0), Vector3.down, out hit))
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{
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Debug.Log(transform.eulerAngles.y);
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moveDirection = Quaternion.Euler(0, transform.eulerAngles.y + 90, 0) * inputDirection;
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moveDirection = Quaternion.Euler(0, transform.eulerAngles.y + 90f, 0) * inputDirection;
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moveDirection = Vector3.Cross(moveDirection, hit.normal);
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if (isMoving())
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{
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moveGroundAngle = -(Vector3.Angle(moveDirection, transform.up) - 90f);
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}
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else
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{
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moveGroundAngle = 0f;
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}
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groundAngle = Vector3.Angle(hit.normal,transform.up);
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Debug.Log(moveGroundAngle);
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}
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}
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private void OnDrawGizmos()
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@@ -83,16 +101,25 @@ public class PlayerController : NetworkBehaviour
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if (Input.GetButtonDown("Jump") && isGrounded)
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{
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//Debug.Log("Jump");
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velocityY += Mathf.Sqrt(jumpHeight * -2f * gravity);
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velocityY += Mathf.Sqrt(jumpHeight * 4f);
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}
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inputDirection = new Vector3(Input.GetAxisRaw("Horizontal"),0, Input.GetAxisRaw("Vertical")); //Get Inputs
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inputDirection.Normalize(); //Damit schr<68>g laufen nicht schneller ist
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currentDir = Vector2.SmoothDamp(currentDir, new Vector2(inputDirection.x,inputDirection.z), ref currentDirVelocity, moveSmoothTime); //Smooth movement change
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if (isGrounded)
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{
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currentDir = moveDirection;
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}
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else
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{
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moveDirection = new Vector3(moveDirection.x, 0, moveDirection.z);
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currentDir = moveDirection;
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}
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currentDir = currentDir + new Vector3(0, velocityY, 0);
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velocity = currentDir * walkSpeed;
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Vector3 velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * walkSpeed + (Vector3.up * velocityY);
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controller.Move(velocity * Time.deltaTime);
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