Ground Angle Check

-Added GroundAngleCheck
This commit is contained in:
juliuse98
2021-11-01 14:30:00 +01:00
parent b8a4d57c27
commit 314c3faf30
3 changed files with 87 additions and 15 deletions

View File

@@ -11,8 +11,8 @@ public class PlayerController : NetworkBehaviour
[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;
@@ -22,15 +22,16 @@ public class PlayerController : NetworkBehaviour
[SerializeField] private LayerMask groundMask;
[Header("Ground Angle")]
// [SerializeField] private Transform groundDistance;
[SerializeField] private float groundAngle;
[SerializeField] private float moveGroundAngle;
public bool isGrounded;
private float velocityY = 0.0f;
private CharacterController controller;
private Vector2 currentDir = Vector2.zero;
private Vector2 currentDirVelocity = Vector2.zero;
private Vector3 currentDir = Vector3.zero;
private Vector3 currentDirVelocity = Vector3.zero;
private Vector3 velocity = Vector3.zero;
private void Start()
@@ -52,18 +53,35 @@ public class PlayerController : NetworkBehaviour
private void Grounded()
{
//Check every frame if the player stands on the ground
isGrounded = Physics.CheckSphere(groundCheck.position + new Vector3(0, GetComponent<CharacterController>().radius - 0.01f, 0),GetComponent<CharacterController>().radius + 0.0f, groundMask);
isGrounded = Physics.CheckSphere(groundCheck.position + new Vector3(0, GetComponent<CharacterController>().radius - 0.1f, 0),GetComponent<CharacterController>().radius + 0.0f, groundMask);
}
public bool isMoving()
{
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))
if (Physics.Raycast(groundCheck.position + new Vector3(0, 0.4f, 0), Vector3.down, out hit))
{
Debug.Log(transform.eulerAngles.y);
moveDirection = Quaternion.Euler(0, transform.eulerAngles.y + 90, 0) * inputDirection;
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()
@@ -83,16 +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);
}
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, new Vector2(inputDirection.x,inputDirection.z), 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);