Files
defrain-shooter-unity/Assets/Scripts/Player/PlayerController.cs
2021-10-21 14:21:11 +02:00

134 lines
4.3 KiB
C#
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MLAPI;
// https://youtu.be/PmIPqGqp8UY
// https://youtu.be/n-KX8AeGK7E?t=997
public class PlayerController : NetworkBehaviour
{
[Header("Mouse Look")]
[SerializeField] private Transform playerCamera = null;
[SerializeField] private Transform playerNeck = null;
[SerializeField] private float mouseSensitivity = 4.0f;
[SerializeField] private float maxCameraAngle = -90f;
[SerializeField] private float neckStartAngle = 0f;
[SerializeField] private float minCameraAngle = 90f;
[SerializeField] private float neckLength = 0.2f;
[SerializeField] [Range(0.0f, 0.5f)] private float mouseSmoothTime = 0.001f;
[SerializeField] private bool lockCursor = true;
[Header("Movement")]
[SerializeField] private float walkSpeed = 6.0f;
[SerializeField][Range(0.0f, 0.5f)] private float moveSmoothTime = 0.05f;
[SerializeField] float gravity = -13.0f;
[SerializeField] private float jumpHeight;
[Header("Ground Check")]
[SerializeField] private Transform groundCheck;
[SerializeField] private float groundDistance = 0.4f;
[SerializeField] private LayerMask groundMask;
public bool isGrounded;
private float fullPitch = 0f;
private float cameraPitch = 0f;
private float neckPitch = 0f;
private float velocityY = 0.0f;
private CharacterController controller;
private Vector2 currentDir = Vector2.zero;
private Vector2 currentDirVelocity = Vector2.zero;
private Vector2 currentMouseDelta = Vector2.zero;
private Vector2 currentMouseDeltaVelocity = Vector2.zero;
private void Start()
{
if (IsLocalPlayer)
{
controller = GetComponent<CharacterController>();
if (lockCursor)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
else
{
playerCamera.gameObject.SetActive(false);
}
}
private void Update()
{
if (IsLocalPlayer)
{
UpdateMouseLook();
Grounded();
UpdateMovement();
}
else
{
playerCamera.gameObject.SetActive(false);
}
}
private void Grounded()
{
//Check every frame if the player stands on the ground
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
}
private void UpdateMouseLook()
{
Vector2 targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")); //Get the axis of the mouse
currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
fullPitch -= currentMouseDelta.y * mouseSensitivity;
fullPitch = Mathf.Clamp(fullPitch,-maxCameraAngle,-minCameraAngle);
if (fullPitch >= neckStartAngle) {
playerNeck.localEulerAngles = Vector3.right * (fullPitch - neckStartAngle);
}
else {
playerCamera.localEulerAngles = Vector3.right * fullPitch;
}
playerCamera.position = playerNeck.position;
playerCamera.position += playerNeck.up * neckLength;
transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity); //Rotate the hole player if looked sideways (Rotates the player left and right)
}
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 * -2f * gravity);
}
Vector2 targetDir = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); //Get Inputs
targetDir.Normalize(); //Damit schr<68>g laufen nicht schneller ist
currentDir = Vector2.SmoothDamp(currentDir, targetDir, ref currentDirVelocity, moveSmoothTime); //Smooth movement change
Vector3 velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * walkSpeed + (Vector3.up * velocityY);
controller.Move(velocity * Time.deltaTime);
}
}