Base Rigidbody Movement + FPS counter

This commit is contained in:
DerTyp187
2021-09-29 18:47:21 +02:00
parent ed0c5cece6
commit 85f16b0697
12 changed files with 335 additions and 109 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[Header("Speed Modifier")]
[SerializeField] private float speed = 12f;
[SerializeField] private float adjustedSpeed;
[SerializeField] private float sneakSpeed = 0.4f;
[SerializeField] private float sprintSpeed = 1.8f;
[SerializeField] private float jumpHeight = 3f;
[Header("Ground Check")]
[SerializeField] private Transform groundCheck;
[SerializeField] private float groundDistance = 0.4f;
[SerializeField] private LayerMask groundMask;
private Rigidbody rb;
private bool isGrounded;
private bool isSprinting = false;
private bool isSneaking = false;
Vector3 movement;
private void Start()
{
rb = GetComponent<Rigidbody>();
}
private void Update()
{
//Check every frame if the player stands on the ground
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
//JUMP
if(Input.GetButtonDown("Jump") && isGrounded)
{
//Add Force Up To Jump
rb.AddForce(Vector3.up * jumpHeight * 100); //Times 100 -> so we can use smaller numbers in the editor
}
//Sprint
if (Input.GetButton("Sprint") && isGrounded)
{
Debug.Log("[PlayerController] Sprinting");
isSprinting = true;
adjustedSpeed *= sprintSpeed;
}
else
{
isSprinting = false;
//Sneak
if (Input.GetButton("Sneak") && isGrounded)
{
Debug.Log("[PlayerController] Sneaking");
isSprinting = true;
adjustedSpeed *= sneakSpeed;
}
else
{
isSneaking = false;
}
}
}
private void FixedUpdate()
{
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
movement = x * adjustedSpeed * transform.right + new Vector3(0, rb.velocity.y, 0) + z * adjustedSpeed * transform.forward;
rb.velocity = movement;
adjustedSpeed = speed;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FPSCounter : MonoBehaviour
{
public TMPro.TextMeshProUGUI fpsText;
public float deltaTime;
void Start()
{
fpsText = gameObject.GetComponent<TMPro.TextMeshProUGUI>();
}
void Update()
{
deltaTime += (Time.deltaTime - deltaTime) * 0.1f;
float fps = 1.0f / deltaTime;
fpsText.text = Mathf.Ceil(fps).ToString() + "FPS";
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[SerializeField] private CharacterController controller;
//[SerializeField] private Transform playerTransform;
[SerializeField] private float speed = 12f;
[SerializeField] private float airSpeed = 0.6f;
[SerializeField] private float sneakSpeed = 0.4f;
[SerializeField] private float sprintSpeed = 1.8f;
[SerializeField] private float sprintAirSpeed = 1.4f;
[SerializeField] private float gravity = -9.81f;
[SerializeField] private float jumpHeight = 3f;
[SerializeField] private Transform groundCheck;
[SerializeField] private float groundDistance = 0.4f;
[SerializeField] private LayerMask groundMask;
private Vector3 velocity;
private bool isGrounded;
private bool isSprinting = false;
private bool isSneaking = false;
void Update()
{
//GROUND CHECK
//Creates an invisible sphere on the bottom of our player
//And checks if it's colliding with something !with the "ground"-Mask in Unity!
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
//Reset velocity if grounded
if (isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
//MOVEMENT
//Input.GetAxis is based on the Unity Input settings (edit -> Project Settings -> Input Manager)
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
//Create move vector !in look direction!
Vector3 move;
if (isGrounded)//for air control
{
move = transform.right * x + transform.forward * z;
//SPRINT
if (Input.GetButton("Sprint"))
{
move *= sprintSpeed;
isSprinting = true;
}
else
{
//SNEAK
if (Input.GetButton("Sneak"))
{
move *= sneakSpeed;
isSneaking = true;
//Kommt mit character model und animations
}
else
{
isSneaking = false;
}
isSprinting = false;
}
//JUMP
if (Input.GetButtonDown("Jump"))
{
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
}
else//Air control
{
if (isSprinting)
{
move = transform.right * x * airSpeed * sprintAirSpeed + transform.forward * z * airSpeed * sprintAirSpeed;
}
else
{
move = transform.right * x * airSpeed + transform.forward * z * airSpeed;
}
}
//Apply move vector
controller.Move(move * speed * Time.deltaTime);
//Add gravity to current velocity
velocity.y += gravity * Time.deltaTime;
//apply gravity
controller.Move(velocity * Time.deltaTime);//nochmal time.deltatime wegen irgendwas mit physikalischer Formel und so
}
}

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