mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
Player Controller
-Added dedicated "Mouse Look" script -Added Ground Angle function
This commit is contained in:
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@@ -8,97 +8,70 @@ using Mirror;
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public class PlayerController : NetworkBehaviour
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{
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[Header("Mouse Look")]
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[SerializeField] private Transform playerCamera = null;
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[SerializeField] private Transform playerNeck = null;
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[SerializeField] private float mouseSensitivity = 4.0f;
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[SerializeField] private float maxCameraAngle = -90f;
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[SerializeField] private float neckStartAngle = 0f;
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[SerializeField] private float minCameraAngle = 90f;
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[SerializeField] private float neckLength = 0.2f;
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[SerializeField] [Range(0.0f, 0.5f)] private float mouseSmoothTime = 0.001f;
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[SerializeField] private bool lockCursor = true;
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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] private float jumpHeight;
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private Vector3 inputDirection = Vector3.zero;
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private Vector3 moveDirection;
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[Header("Ground Check")]
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[SerializeField] private Transform groundCheck;
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[SerializeField] private float groundDistance = 0.4f;
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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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public bool isGrounded;
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private float fullPitch = 0f;
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private float cameraPitch = 0f;
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private float neckPitch = 0f;
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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 Vector2 currentMouseDelta = Vector2.zero;
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private Vector2 currentMouseDeltaVelocity = Vector2.zero;
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private void Start()
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{
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if (isLocalPlayer)
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{
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controller = GetComponent<CharacterController>();
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if (lockCursor)
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{
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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}
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else
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{
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playerCamera.gameObject.SetActive(false);
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}
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private void Update()
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{
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if (!isLocalPlayer) return;
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UpdateMouseLook();
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if (isLocalPlayer)
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{
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Grounded();
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CheckGoundAngle();
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UpdateMovement();
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}
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}
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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, groundDistance, groundMask);
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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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}
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private void UpdateMouseLook()
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private void CheckGoundAngle()
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{
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Vector2 targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")); //Get the axis of the mouse
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currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
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fullPitch -= currentMouseDelta.y * mouseSensitivity;
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fullPitch = Mathf.Clamp(fullPitch,-maxCameraAngle,-minCameraAngle);
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if (fullPitch >= neckStartAngle) {
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playerNeck.localEulerAngles = Vector3.right * (fullPitch - neckStartAngle);
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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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{
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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 = Vector3.Cross(moveDirection, hit.normal);
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}
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else {
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playerCamera.localEulerAngles = Vector3.right * fullPitch;
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}
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playerCamera.position = playerNeck.position;
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playerCamera.position += playerNeck.up * neckLength;
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transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity); //Rotate the hole player if looked sideways (Rotates the player left and right)
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private void OnDrawGizmos()
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{
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Gizmos.color = Color.red;
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Gizmos.DrawRay(new Ray(transform.position, moveDirection * 50));
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}
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private void UpdateMovement()
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{
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//Grounded
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@@ -113,10 +86,10 @@ public class PlayerController : NetworkBehaviour
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velocityY += Mathf.Sqrt(jumpHeight * -2f * gravity);
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}
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Vector2 targetDir = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); //Get Inputs
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targetDir.Normalize(); //Damit schr<68>g laufen nicht schneller ist
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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, targetDir, ref currentDirVelocity, moveSmoothTime); //Smooth movement change
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currentDir = Vector2.SmoothDamp(currentDir, new Vector2(inputDirection.x,inputDirection.z), ref currentDirVelocity, moveSmoothTime); //Smooth movement change
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Vector3 velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * walkSpeed + (Vector3.up * velocityY);
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82
Assets/Scripts/Player/PlayerMouseLook.cs
Normal file
82
Assets/Scripts/Player/PlayerMouseLook.cs
Normal file
@@ -0,0 +1,82 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Mirror;
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public class PlayerMouseLook : NetworkBehaviour
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{
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[Header("Mouse Look")]
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[SerializeField] private Transform playerCamera = null;
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[SerializeField] private Transform playerNeck = null;
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[SerializeField] private float mouseSensitivity = 4.0f;
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[SerializeField] private float maxCameraAngle = 90f;
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[SerializeField] private float neckStartAngle = 0f;
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[SerializeField] private float minCameraAngle = -90f;
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[SerializeField] private float neckLength = 0.2f;
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[SerializeField] [Range(0.0f, 0.5f)] private float mouseSmoothTime = 0.001f;
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[SerializeField] private bool lockCursor = true;
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private float fullPitch = 0f;
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private float cameraPitch = 0f;
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private float neckPitch = 0f;
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private float velocityY = 0.0f;
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private CharacterController controller;
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private Vector2 currentMouseDelta = Vector2.zero;
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private Vector2 currentMouseDeltaVelocity = Vector2.zero;
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private void Start()
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{
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if (isLocalPlayer)
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{
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controller = GetComponent<CharacterController>();
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playerCamera.gameObject.SetActive(true);
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if (lockCursor)
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{
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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}
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}
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private void Update()
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{
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if (isLocalPlayer)
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{
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UpdateMouseLook();
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}
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}
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private void UpdateMouseLook()
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{
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Vector2 targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")); //Get the axis of the mouse
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currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
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fullPitch -= currentMouseDelta.y * mouseSensitivity;
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fullPitch = Mathf.Clamp(fullPitch, -maxCameraAngle, -minCameraAngle);
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if (fullPitch >= neckStartAngle)
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{
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playerNeck.localEulerAngles = Vector3.right * (fullPitch - neckStartAngle);
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}
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else
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{
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playerCamera.localEulerAngles = Vector3.right * fullPitch;
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}
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playerCamera.position = playerNeck.position;
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playerCamera.position += playerNeck.up * neckLength;
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transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity); //Rotate the hole player if looked sideways (Rotates the player left and right)
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}
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}
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