Files
defrain-shooter-unity/Assets/Scripts/Player/PlayerController.cs
juliuse98 58092d6b7e Procedual Animation Hand Fix
See "Procedual Animation Hand Fix" issue
2021-11-28 20:21:47 +01:00

171 lines
5.0 KiB
C#
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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
{
[SerializeField] private ProcedualAnimationController procedualAnimationController;
[Header("Movement")]
[SerializeField] private float walkSpeed = 5.0f;
[SerializeField] private float sprintSpeed = 7.0f;
[SerializeField] private float aimWalkSpeed = 3.0f;
[SerializeField] private float fallDamageSpeed = 10.0f;
[SerializeField][Range(0.0f, 0.5f)] private float moveSmoothTime = 0.001f;
[SerializeField] float gravity = -10.0f;
[SerializeField] private float jumpHeight;
public 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;
public bool isSprinting;
public float currentMaxSpeed = 5.0f;
private float velocityY = 0.0f;
private CharacterController controller;
public Vector3 currentDir = Vector3.zero;
private Vector3 currentDirVelocity = Vector3.zero;
public Vector3 velocity = Vector3.zero;
public Vector3 localVelocity = Vector3.zero;
private Vector3 refVelocity = 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 false;
else return true;
}
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);
}
}
private void OnDrawGizmos()
{
Gizmos.color = Color.red;
Gizmos.DrawRay(new Ray(transform.position, moveDirection * 50));
}
[Command]
void CmdFallDamage(int damage)
{
GetComponent<Player>().RemoveHealth(damage);
}
private void UpdateMovement()
{
if (Input.GetAxisRaw("Sprint") > 0 && isGrounded && !procedualAnimationController.isAiming)
{
currentMaxSpeed = sprintSpeed;
isSprinting = true;
}
else
{
if(procedualAnimationController.isAiming) currentMaxSpeed = aimWalkSpeed;
else currentMaxSpeed = walkSpeed;
isSprinting = false;
}
if(isGrounded && velocity.y < -fallDamageSpeed)
{
Debug.Log(velocity.y);
Debug.Log("Fall Damage");
CmdFallDamage((int)Mathf.Abs(velocity.y));
}
//Grounded
if (velocityY < 0)
{
velocityY += gravity * 0.9f * Time.deltaTime;
}
else
{
velocityY += gravity* Time.deltaTime;
}
if (isGrounded && velocityY < 0)
velocityY = 0.0f;
//Jump
if (Input.GetButtonDown("Jump") && isGrounded)
{
//Debug.Log("Jump");
velocityY += Mathf.Sqrt(jumpHeight * -2f * gravity);
}
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;
}
velocity = Vector3.SmoothDamp(velocity, currentDir * currentMaxSpeed + new Vector3(0, velocityY, 0),ref refVelocity,moveSmoothTime);
localVelocity = transform.InverseTransformDirection(velocity);
controller.Move(velocity * Time.deltaTime);
//transform.position += velocity * Time.deltaTime;
}
}