mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2026-07-31 15:29:04 +02:00
169 lines
5.0 KiB
C#
169 lines
5.0 KiB
C#
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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// https://youtu.be/PmIPqGqp8UY
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// https://youtu.be/n-KX8AeGK7E?t=997
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public class PlayerController : NetworkBehaviour
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{
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[SerializeField] private ProcedualAnimationController procedualAnimationController;
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[Header("Movement")]
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[SerializeField] private float walkSpeed = 5.0f;
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[SerializeField] private float sprintSpeed = 7.0f;
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[SerializeField] private float aimWalkSpeed = 3.0f;
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[SerializeField] private float fallDamageSpeed = 10.0f;
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[SerializeField][Range(0.0f, 0.5f)] private float moveSmoothTime = 0.001f;
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[SerializeField] float gravity = -10.0f;
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[SerializeField] private float jumpHeight;
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public 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 LayerMask groundMask;
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[Header("Ground Angle")]
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[SerializeField] private float groundAngle;
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[SerializeField] private float moveGroundAngle;
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public bool isGrounded;
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public bool isSprinting;
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public float currentMaxSpeed = 5.0f;
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private float velocityY = 0.0f;
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private CharacterController controller;
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public Vector3 currentDir = Vector3.zero;
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private Vector3 currentDirVelocity = Vector3.zero;
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public Vector3 velocity = Vector3.zero;
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public Vector3 localVelocity = Vector3.zero;
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private Vector3 refVelocity = Vector3.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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}
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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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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 + new Vector3(0, GetComponent<CharacterController>().radius - 0.1f, 0),GetComponent<CharacterController>().radius + 0.0f, groundMask);
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}
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public bool isMoving()
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{
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if (velocity.x == 0 && velocity.y == 0 && velocity.z == 0) return false;
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else return true;
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}
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private void CheckGoundAngle()
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{
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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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moveDirection = Quaternion.Euler(0, transform.eulerAngles.y + 90f, 0) * inputDirection;
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moveDirection = Vector3.Cross(moveDirection, hit.normal);
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if (isMoving())
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{
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moveGroundAngle = -(Vector3.Angle(moveDirection, transform.up) - 90f);
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}
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else
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{
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moveGroundAngle = 0f;
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}
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groundAngle = Vector3.Angle(hit.normal,transform.up);
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}
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}
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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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[Command]
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void CmdFallDamage(int damage)
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{
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GetComponent<Player>().RemoveHealth(damage);
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}
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private void UpdateMovement()
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{
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if (Input.GetAxisRaw("Sprint") > 0 && isGrounded && !procedualAnimationController.isAiming)
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{
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currentMaxSpeed = sprintSpeed;
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isSprinting = true;
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}
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else
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{
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if(procedualAnimationController.isAiming) currentMaxSpeed = aimWalkSpeed;
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else currentMaxSpeed = walkSpeed;
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isSprinting = false;
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}
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if(isGrounded && velocity.y < -fallDamageSpeed)
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{
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CmdFallDamage((int)Mathf.Abs(velocity.y));
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}
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//Grounded
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if (velocityY < 0)
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{
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velocityY += gravity * 0.9f * Time.deltaTime;
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}
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else
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{
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velocityY += gravity* Time.deltaTime;
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}
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if (isGrounded && velocityY < 0)
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velocityY = 0.0f;
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//Jump
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if (Input.GetButtonDown("Jump") && isGrounded)
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{
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//Debug.Log("Jump");
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velocityY += Mathf.Sqrt(jumpHeight * -2f * gravity);
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}
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inputDirection = new Vector3(Input.GetAxisRaw("Horizontal"),0, Input.GetAxisRaw("Vertical")); //Get Inputs
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inputDirection.Normalize(); //Damit schräg laufen nicht schneller ist
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if (isGrounded)
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{
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currentDir = moveDirection;
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}
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else
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{
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moveDirection = new Vector3(moveDirection.x, 0, moveDirection.z);
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currentDir = moveDirection;
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}
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velocity = Vector3.SmoothDamp(velocity, currentDir * currentMaxSpeed + new Vector3(0, velocityY, 0),ref refVelocity,moveSmoothTime);
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localVelocity = transform.InverseTransformDirection(velocity);
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controller.Move(velocity * Time.deltaTime);
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//transform.position += velocity * Time.deltaTime;
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}
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}
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