mirror of
https://github.com/DerTyp7/fps-citybuild-unity.git
synced 2025-10-30 04:27:09 +01:00
Base Rigidbody Movement + FPS counter
This commit is contained in:
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8
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8
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Assets/Scripts/Character/PlayerMovement.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlayerMovement : MonoBehaviour
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{
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[Header("Speed Modifier")]
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[SerializeField] private float speed = 12f;
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[SerializeField] private float adjustedSpeed;
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[SerializeField] private float sneakSpeed = 0.4f;
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[SerializeField] private float sprintSpeed = 1.8f;
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[SerializeField] private float jumpHeight = 3f;
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[Header("Ground Check")]
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[SerializeField] private Transform groundCheck;
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[SerializeField] private float groundDistance = 0.4f;
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[SerializeField] private LayerMask groundMask;
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private Rigidbody rb;
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private bool isGrounded;
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private bool isSprinting = false;
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private bool isSneaking = false;
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Vector3 movement;
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|
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
21
Assets/Scripts/FPSCounter.cs
Normal file
21
Assets/Scripts/FPSCounter.cs
Normal file
@@ -0,0 +1,21 @@
|
|||||||
|
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";
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/FPSCounter.cs.meta
Normal file
11
Assets/Scripts/FPSCounter.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 1866e0fb446be0342a91f95d71fc2c2d
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -1,102 +0,0 @@
|
|||||||
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
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -3,10 +3,11 @@
|
|||||||
--- !u!55 &1
|
--- !u!55 &1
|
||||||
PhysicsManager:
|
PhysicsManager:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
serializedVersion: 11
|
serializedVersion: 13
|
||||||
m_Gravity: {x: 0, y: -9.81, z: 0}
|
m_Gravity: {x: 0, y: -12, z: 0}
|
||||||
m_DefaultMaterial: {fileID: 0}
|
m_DefaultMaterial: {fileID: 0}
|
||||||
m_BounceThreshold: 2
|
m_BounceThreshold: 2
|
||||||
|
m_DefaultMaxDepenetrationVelocity: 10
|
||||||
m_SleepThreshold: 0.005
|
m_SleepThreshold: 0.005
|
||||||
m_DefaultContactOffset: 0.01
|
m_DefaultContactOffset: 0.01
|
||||||
m_DefaultSolverIterations: 6
|
m_DefaultSolverIterations: 6
|
||||||
@@ -22,6 +23,7 @@ PhysicsManager:
|
|||||||
m_AutoSyncTransforms: 0
|
m_AutoSyncTransforms: 0
|
||||||
m_ReuseCollisionCallbacks: 1
|
m_ReuseCollisionCallbacks: 1
|
||||||
m_ClothInterCollisionSettingsToggle: 0
|
m_ClothInterCollisionSettingsToggle: 0
|
||||||
|
m_ClothGravity: {x: 0, y: -9.81, z: 0}
|
||||||
m_ContactPairsMode: 0
|
m_ContactPairsMode: 0
|
||||||
m_BroadphaseType: 0
|
m_BroadphaseType: 0
|
||||||
m_WorldBounds:
|
m_WorldBounds:
|
||||||
@@ -31,4 +33,5 @@ PhysicsManager:
|
|||||||
m_FrictionType: 0
|
m_FrictionType: 0
|
||||||
m_EnableEnhancedDeterminism: 0
|
m_EnableEnhancedDeterminism: 0
|
||||||
m_EnableUnifiedHeightmaps: 1
|
m_EnableUnifiedHeightmaps: 1
|
||||||
m_DefaultMaxAngluarSpeed: 7
|
m_SolverType: 0
|
||||||
|
m_DefaultMaxAngularSpeed: 7
|
||||||
|
|||||||
Reference in New Issue
Block a user