Player Controller

-Added dedicated "Mouse Look" script
-Added Ground Angle function
This commit is contained in:
juliuse98
2021-10-31 22:28:22 +01:00
parent 57ee0da640
commit b8a4d57c27
6 changed files with 159 additions and 113 deletions

View File

@@ -8,97 +8,70 @@ 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] 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 Transform groundDistance;
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 void Start()
{
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 - 0.01f, 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
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);
//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))
{
Debug.Log(transform.eulerAngles.y);
moveDirection = Quaternion.Euler(0, transform.eulerAngles.y + 90, 0) * inputDirection;
moveDirection = Vector3.Cross(moveDirection, hit.normal);
}
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)
}
private void OnDrawGizmos()
{
Gizmos.color = Color.red;
Gizmos.DrawRay(new Ray(transform.position, moveDirection * 50));
}
private void UpdateMovement()
{
//Grounded
@@ -113,10 +86,10 @@ public class PlayerController : NetworkBehaviour
velocityY += Mathf.Sqrt(jumpHeight * -2f * gravity);
}
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
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);