mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 20:52:10 +01:00
PlayerController
-Set up the player Prefab -Added sprinting -Added speed up and speed down
This commit is contained in:
@@ -78,11 +78,13 @@ MonoBehaviour:
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lockCursor: 1
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walkSpeed: 6
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sprintSpeed: 10
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speedUpVal: 0.3
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speedDownVal: 0.1
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moveSmoothTime: 0.05
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gravity: -13
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jumpHeight: 1
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groundCheck: {fileID: 6272346182417644039}
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groundDistance: 0.2
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groundDistance: 0.3
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groundMask:
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serializedVersion: 2
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m_Bits: 64
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@@ -174,7 +176,7 @@ Camera:
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y: 0
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width: 1
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height: 1
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near clip plane: 0.3
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near clip plane: 0.15
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far clip plane: 1000
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field of view: 61.4
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orthographic: 0
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@@ -274,7 +276,6 @@ GameObject:
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- component: {fileID: 2458562619286483438}
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- component: {fileID: 390397068222218691}
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- component: {fileID: 8824871639981994016}
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- component: {fileID: 5472825146870239901}
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m_Layer: 0
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m_Name: Capsule
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m_TagString: Untagged
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@@ -311,7 +312,7 @@ MeshRenderer:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 8690889598169456425}
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m_Enabled: 0
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m_Enabled: 1
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m_CastShadows: 1
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m_ReceiveShadows: 1
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m_DynamicOccludee: 1
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@@ -346,17 +347,3 @@ MeshRenderer:
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m_SortingLayer: 0
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m_SortingOrder: 0
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m_AdditionalVertexStreams: {fileID: 0}
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--- !u!136 &5472825146870239901
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CapsuleCollider:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 8690889598169456425}
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m_Material: {fileID: 0}
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m_IsTrigger: 0
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m_Enabled: 0
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m_Radius: 0.5
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m_Height: 2
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m_Direction: 1
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m_Center: {x: 0, y: 0, z: 0}
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@@ -1080,6 +1080,18 @@ PrefabInstance:
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propertyPath: m_Name
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value: Player
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objectReference: {fileID: 0}
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- target: {fileID: 6272346181302961294, guid: 2935eead9a075fd489d6a6dc273a5999, type: 3}
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propertyPath: speedUpVal
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value: 0.3
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objectReference: {fileID: 0}
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- target: {fileID: 6272346181302961294, guid: 2935eead9a075fd489d6a6dc273a5999, type: 3}
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propertyPath: sprintSpeed
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value: 10
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objectReference: {fileID: 0}
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- target: {fileID: 6272346181302961294, guid: 2935eead9a075fd489d6a6dc273a5999, type: 3}
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propertyPath: groundDistance
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value: 0.3
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objectReference: {fileID: 0}
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- target: {fileID: 6272346181302961296, guid: 2935eead9a075fd489d6a6dc273a5999, type: 3}
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propertyPath: m_RootOrder
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value: 6
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@@ -1124,6 +1136,10 @@ PrefabInstance:
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propertyPath: m_LocalEulerAnglesHint.z
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 6272346181657429395, guid: 2935eead9a075fd489d6a6dc273a5999, type: 3}
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propertyPath: near clip plane
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value: 0.15
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 2935eead9a075fd489d6a6dc273a5999, type: 3}
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--- !u!1 &1960893053
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@@ -23,6 +23,8 @@ public class PlayerController : MonoBehaviour
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[Header("Movement")]
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[SerializeField] private float walkSpeed = 6.0f;
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[SerializeField] private float sprintSpeed = 10.0f;
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[SerializeField]private float speedUpVal = 0.2f;
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[SerializeField]private float speedDownVal = 0.1f;
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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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@@ -35,6 +37,7 @@ public class PlayerController : MonoBehaviour
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public bool isGrounded;
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private float viewPitch = 0f;
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private float velocityY = 0.0f;
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private float speed;
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private CharacterController controller;
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private Vector2 currentDir = Vector2.zero;
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@@ -66,7 +69,9 @@ public class PlayerController : MonoBehaviour
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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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Vector3 groundCheckPos = groundCheck.position;
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groundCheckPos += new Vector3(0,0,0);
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isGrounded = Physics.CheckSphere(groundCheckPos, groundDistance, groundMask);
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}
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private void UpdateMouseLook()
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{
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@@ -108,8 +113,32 @@ public class PlayerController : MonoBehaviour
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currentDir = Vector2.SmoothDamp(currentDir, targetDir, 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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if (Input.GetButton("Sprint") && isGrounded)
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{ //If Sprint button is pressed the speed is switched form walking to sprinting
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if (speed <= sprintSpeed)
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{
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speed += sprintSpeed * speedUpVal;
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}
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else
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{
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speed = sprintSpeed;
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}
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}
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else
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{
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if (speed <= sprintSpeed)
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{
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speed += walkSpeed * speedDownVal;
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}
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else
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{
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speed = walkSpeed;
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}
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}
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Vector3 velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * speed + (Vector3.up * velocityY);
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controller.Move(velocity * Time.deltaTime);
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@@ -293,3 +293,19 @@ InputManager:
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type: 0
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axis: 0
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joyNum: 0
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- serializedVersion: 3
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m_Name: Sprint
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descriptiveName:
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descriptiveNegativeName:
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negativeButton:
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positiveButton: left shift
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altNegativeButton:
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altPositiveButton: joystick button 1
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gravity: 1000
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dead: 0.001
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sensitivity: 1000
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snap: 0
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invert: 0
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type: 0
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axis: 0
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joyNum: 0
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