mirror of
https://github.com/DerTyp7/fps-citybuild-unity.git
synced 2025-10-29 12:22:07 +01:00
Merge branch 'PlayerController-Rigidbody' into main
This commit is contained in:
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8
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8
Assets/Scripts/Character.meta
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108
Assets/Scripts/Character/PlayerMovement.cs
Normal file
108
Assets/Scripts/Character/PlayerMovement.cs
Normal file
@@ -0,0 +1,108 @@
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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("Force Modifier")]
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[SerializeField] private float speed = 12f;
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[SerializeField] private float sneakSpeedModifier = 0.7f;
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[SerializeField] private float sprintSpeedModifier = 1.4f;
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[SerializeField] private float jumpSprintSpeedModifier = 20f;
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[SerializeField] private float jumpForce = 3.5f;
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[SerializeField] private float fallMultiplier = 2.5f;
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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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public bool isSprinting = false;
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public bool isSneaking = false;
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private Rigidbody rb;
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private bool isGrounded;
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private float modifiedSpeed;
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private bool isJumpSprinting = false;
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float x;
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float z;
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Vector3 movement;
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private void Start()
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{
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rb = GetComponent<Rigidbody>();
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}
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private void Update()
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{
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Grounded();
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Jump();
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MovementSpeed();
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}
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private void FixedUpdate()
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{
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rb.velocity = movement;
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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, groundDistance, groundMask);
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if (isGrounded)
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{
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isJumpSprinting = false;
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}
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}
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private void MovementSpeed()
|
||||
{
|
||||
modifiedSpeed = speed; //RESET speed
|
||||
|
||||
|
||||
//Sprint
|
||||
if (Input.GetButton("Sprint") && isGrounded)
|
||||
{
|
||||
isSprinting = true;
|
||||
modifiedSpeed *= sprintSpeedModifier;
|
||||
}
|
||||
else
|
||||
{
|
||||
isSprinting = false;
|
||||
//Sneak
|
||||
if (Input.GetButton("Sneak") && isGrounded)
|
||||
{
|
||||
isSneaking = true;
|
||||
modifiedSpeed *= sneakSpeedModifier;
|
||||
}
|
||||
else
|
||||
{
|
||||
isSneaking = false;
|
||||
}
|
||||
}
|
||||
|
||||
x = Input.GetAxis("Horizontal");
|
||||
z = Input.GetAxis("Vertical");
|
||||
|
||||
movement = x * modifiedSpeed * transform.right + new Vector3(0, rb.velocity.y, 0) + z * modifiedSpeed * transform.forward;
|
||||
}
|
||||
|
||||
private void Jump()
|
||||
{
|
||||
//Better Falling
|
||||
if(rb.velocity.y < 0)
|
||||
{
|
||||
rb.velocity += Vector3.up * Physics.gravity.y * (fallMultiplier - 1) * Time.deltaTime;
|
||||
}
|
||||
|
||||
if (Input.GetButtonDown("Jump") && isGrounded)
|
||||
{
|
||||
//Add Force Up To Jump
|
||||
rb.AddForce(Vector3.up * jumpForce * 100); //Times 100 -> so we can use smaller numbers in the editor
|
||||
}
|
||||
}
|
||||
}
|
||||
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
|
||||
PhysicsManager:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 11
|
||||
m_Gravity: {x: 0, y: -9.81, z: 0}
|
||||
serializedVersion: 13
|
||||
m_Gravity: {x: 0, y: -12, z: 0}
|
||||
m_DefaultMaterial: {fileID: 0}
|
||||
m_BounceThreshold: 2
|
||||
m_DefaultMaxDepenetrationVelocity: 10
|
||||
m_SleepThreshold: 0.005
|
||||
m_DefaultContactOffset: 0.01
|
||||
m_DefaultSolverIterations: 6
|
||||
@@ -22,6 +23,7 @@ PhysicsManager:
|
||||
m_AutoSyncTransforms: 0
|
||||
m_ReuseCollisionCallbacks: 1
|
||||
m_ClothInterCollisionSettingsToggle: 0
|
||||
m_ClothGravity: {x: 0, y: -9.81, z: 0}
|
||||
m_ContactPairsMode: 0
|
||||
m_BroadphaseType: 0
|
||||
m_WorldBounds:
|
||||
@@ -31,4 +33,5 @@ PhysicsManager:
|
||||
m_FrictionType: 0
|
||||
m_EnableEnhancedDeterminism: 0
|
||||
m_EnableUnifiedHeightmaps: 1
|
||||
m_DefaultMaxAngluarSpeed: 7
|
||||
m_SolverType: 0
|
||||
m_DefaultMaxAngularSpeed: 7
|
||||
|
||||
Reference in New Issue
Block a user