Files
defrain-shooter-unity/Assets/Scripts/Player/PlayerController.cs
Noah4ever 89db851a1e Network Weapons
+ started weapons with Mirror
2021-11-05 13:58:29 +01:00

129 lines
3.6 KiB
C#
Raw Blame History

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Mirror;
// https://youtu.be/PmIPqGqp8UY
// https://youtu.be/n-KX8AeGK7E?t=997
public class PlayerController : NetworkBehaviour
{
[Header("Movement")]
[SerializeField] private float walkSpeed = 6.0f;
[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;
[Header("Ground Check")]
[SerializeField] private Transform groundCheck;
[SerializeField] private LayerMask groundMask;
[Header("Ground Angle")]
[SerializeField] private float groundAngle;
[SerializeField] private float moveGroundAngle;
public bool isGrounded;
private float velocityY = 0.0f;
private CharacterController controller;
private Vector3 currentDir = Vector3.zero;
private Vector3 currentDirVelocity = Vector3.zero;
private Vector3 velocity = Vector3.zero;
private void Start()
{
if (isLocalPlayer)
{
controller = GetComponent<CharacterController>();
}
}
private void Update()
{
if (isLocalPlayer)
{
Grounded();
CheckGoundAngle();
UpdateMovement();
}
}
private void Grounded()
{
//Check every frame if the player stands on the ground
isGrounded = Physics.CheckSphere(groundCheck.position + new Vector3(0, GetComponent<CharacterController>().radius - 0.1f, 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))
{
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()
{
Gizmos.color = Color.red;
Gizmos.DrawRay(new Ray(transform.position, moveDirection * 50));
}
private void UpdateMovement()
{
//Grounded
velocityY += gravity * Time.deltaTime;
if (isGrounded && velocityY < 0)
velocityY = 0.0f;
//Jump
if (Input.GetButtonDown("Jump") && isGrounded)
{
//Debug.Log("Jump");
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
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;
controller.Move(velocity * Time.deltaTime);
}
}