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Custom_Grid(int width, int height, int cellsize, Vector3 originPosition) + { + this.width = width; + this.height = height; + this.cellsize = cellsize; + this.originPosition = originPosition; + + gridArray = new int[width, height]; + + for(int x = 0; x < gridArray.GetLength(0); x++) + { + for(int z = 0; z < gridArray.GetLength(1); z++) + { + // Debug.DrawLine(GetWorldPosition(x, z), GetWorldPosition(x + 1, z), Color.black, 1000f); + // Debug.DrawLine(GetWorldPosition(x, z), GetWorldPosition(x, z + 1), Color.black, 1000f); + } + } + + + } + + public int GetCellSize() + { + return cellsize; + } + + public Vector3 GetWorldPosition(int x, int z) + { + return new Vector3(x, 0, z) * cellsize + originPosition; + } + + public int[] GetXZ(Vector3 worldPosition) + { + int x = Mathf.FloorToInt((worldPosition - originPosition).x / cellsize); + int z = Mathf.FloorToInt((worldPosition - originPosition).z / cellsize); + + return new int[] { x, z }; + } + + + +} diff --git 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EllersMazeGenerator : MonoBehaviour +{ + [SerializeField] Grid_Spawner gridSpawner; + + + + [Range(0, 100)] + [SerializeField] int R_WallSpawnPercentage = 0; + + [Range(0, 100)] + [SerializeField] int B_WallSpawnPercentage; + + [SerializeField] GameObject wall; + [SerializeField] int wall_yvalue; + + private Custom_Grid gridXZ; + private int max_set_val = 1; + + private void Start() + { + gridXZ = gridSpawner.grid; + + SpawnEllersMaze(); + } + + private void SpawnEllersMaze() + { + //Step (1) + (2): + List<(int[], int)> first_row = new List<(int[], int)>(); + + for (int x = 0; x < gridSpawner.width; x++) + { + int[] coords = new int[] { x, 0 }; + var cellTup = (coords, max_set_val); + + first_row.Add(cellTup); + + max_set_val += 1; + } + + // WorldText_Row(first_row, Color.white, 0); + + PlaceWalls_SameDir(first_row, Vector3.right); + + //Maze Generation Loop: + List<(int[], int)> row = first_row; + for (int z = 0; z < gridSpawner.height; z++) + { + //Step (5) Finalize Row: + if (z == gridSpawner.height - 1) + { + PlaceWalls_SameDir(IncreaseAxisRow(1, row), Vector3.right); + FinalRow(row); + continue; + } + + //Step (3), Vertical Walls & Joining: + var joined_row = JoinRow_VerticalWalls(row); + // WorldText_Row(joined_row, Color.red, 1); + + //Step (4), Bottom Walls: + BottomWalls(joined_row, out List b_wall_loc); + + //Step (5 + 2), Adding New Row: + row = IncreaseAxisRow(1, EmptyCells_NewRow(joined_row, b_wall_loc)); + } + } + + private List<(int[], int)> JoinRow_VerticalWalls(List<(int[], int)> row) + { + var row_copy = new List<(int[], int)>(row); + + PlaceWall_XZ(Vector3.forward, row_copy[0].Item1[0], row_copy[0].Item1[1]); + + for (int i = 0; i < row_copy.Count; i++) + { + if (i + 1 < row_copy.Count) + { + var curr_cell = row_copy[i]; + var next_cell = row_copy[i + 1]; + bool join = false; + bool sameSet = false; + + if (curr_cell.Item2 == next_cell.Item2) + { + join = false; + sameSet = true; + } + else + { + int rand_num = UnityEngine.Random.Range(0, 101); + + if (inRange_Inclusive(rand_num, 0, R_WallSpawnPercentage)) + { + join = false; + } + else + { + join = true; + } + } + + //Wall: + if (join == false) + { + var coord = next_cell.Item1; + + PlaceWall_XZ(Vector3.forward, coord[0], coord[1]); + } + //Join" + else + { + var newCellTup = (next_cell.Item1, curr_cell.Item2); + row_copy[i + 1] = newCellTup; + } + } + } + + PlaceWall_XZ(Vector3.forward, row_copy[row_copy.Count - 1].Item1[0] + 1, row_copy[row_copy.Count - 1].Item1[1]); + + return row_copy; + } + + private void BottomWalls(List<(int[], int)> row, out List bottomWallLocations) + { + var row_copy = new List<(int[], int)>(row); + var bwall_cells = new List<(int[], int)>(); + var no_bwall_cells = new List<(int[], int)>(); + + foreach (var set_list in RowSortedBySet(row_copy)) + { + var shuffledSets = set_list.OrderBy(a => rng.Next()).ToList(); + + foreach (var (i, cell) in shuffledSets.Enumerate()) + { + if (i == 0) + { + no_bwall_cells.Add(cell); + continue; + } + + int rand_num = UnityEngine.Random.Range(0, 101); + + if (inRange_Inclusive(rand_num, 0, B_WallSpawnPercentage)) + { + bwall_cells.Add(cell); + } + else + { + no_bwall_cells.Add(cell); + } + } + } + + List bWalls = new List(); + foreach (var cell in bwall_cells) + { + bWalls.Add(cell.Item1); + } + bottomWallLocations = bWalls; + + + foreach (var cellTup in IncreaseAxisRow(1, bwall_cells)) + { + var coord = cellTup.Item1 +; PlaceWall_XZ(Vector3.right, coord[0], coord[1]); + } + } + + + private List<(int[], int)> EmptyCells_NewRow(List<(int[], int)> row, List empty_cells) + { + var new_row = new List<(int[], int)>(row); + foreach (var (i, cell) in row.Enumerate()) + { + int cellX = cell.Item1[0]; + int cellZ = cell.Item1[1]; + + foreach (var coord in empty_cells) + { + int eCellX = coord[0]; + int eCellZ = coord[1]; + + if (cellX == eCellX && cellZ == eCellZ) + { + var new_cell_tup = (cell.Item1, max_set_val); + new_row[i] = new_cell_tup; + max_set_val += 1; + } + } + } + + return new_row; + } + + private void FinalRow(List<(int[], int)> row) + { + PlaceWall_XZ(Vector3.forward, row[0].Item1[0], row[0].Item1[1]); + PlaceWall_XZ(Vector3.forward, row[row.Count - 1].Item1[0] + 1, row[row.Count - 1].Item1[1]); + } + + #region Helper_Funcs + private List<(int[], int)> IncreaseAxisRow(int add_amount, List<(int[], int)> row) + { + var new_row = new List<(int[], int)>(); + + foreach (var celltup in row) + { + var coords = celltup.Item1; + var set = celltup.Item2; + + int x = coords[0]; + int z = coords[1] + add_amount; + + int[] new_coords = { x, z }; + + var new_cell_tup = (new_coords, set); + + new_row.Add(new_cell_tup); + } + + return new_row; + } + + + private static System.Random rng = new System.Random(); + + private List> RowSortedBySet(List<(int[], int)> row) + { + return row + .Select((x) => new { Value = x }) + .GroupBy(x => x.Value.Item2) + .Select(x => x.Select(v => v.Value).ToList()) + .ToList(); + } + + private void PlaceWalls_SameDir(List<(int[], int)> row, Vector3 dir) + { + foreach (var cellTup in row) + { + var coords = cellTup.Item1; + + PlaceWall_XZ(dir, coords[0], coords[1]); + } + } + + private void PlaceWall_XZ(Vector3 dir, int x, int z) + { + Vector3 position = gridXZ.GetWorldPosition(x, z); + position.y = wall_yvalue; + + GameObject.Instantiate(wall, position, Quaternion.LookRotation(dir)); + } + + private bool inRange_Inclusive(int num, int minRange, int maxRange) + { + if (minRange <= num && num <= maxRange) + { + return true; + } + else + { + return false; + } + } + + + private void WorldText_Row(List<(int[], int)> row, Color textColor, int yVal) + { + GameObject rowObj = new GameObject(); + foreach (var cellTup in row) + { + var coords = cellTup.Item1; + var set = cellTup.Item2; + + //Create Text GO: + var text = new GameObject(); + var mesh = text.AddComponent(); + mesh.text = set.ToString(); + mesh.color = textColor; + + //Place Text GO: + Vector3 gridpos = gridXZ.GetWorldPosition(coords[0], coords[1]); + gridpos = new Vector3(gridpos.x 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//private void FixedUpdate() + //{ + + + yRotation += mouseX; + + xRotation -= mouseY; + xRotation = Mathf.Clamp(xRotation, -90f, 90f); + + transform.rotation = Quaternion.Euler(xRotation, yRotation, 0); + orientation.rotation = Quaternion.Euler(0, yRotation, 0); + + + } + + + + +} diff --git a/Assets/Movement/PlayerCam.cs.meta b/Assets/Movement/PlayerCam.cs.meta new file mode 100644 index 0000000..f8b88f8 --- /dev/null +++ b/Assets/Movement/PlayerCam.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e501ebcee683d4f47af505649fe76fcf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Movement/PlayerMovement.cs b/Assets/Movement/PlayerMovement.cs new file mode 100644 index 0000000..58e6ab4 --- /dev/null +++ b/Assets/Movement/PlayerMovement.cs @@ -0,0 +1,294 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class PlayerMovement : MonoBehaviour +{ + [Header("Movement")] + private float moveSpeed; + public float walkSpeed; + public float sprintSpeed; + public float slideSpeed; + PlayerStamina playerStamina; + + private float desiredMoveSpeed; + private float lastDesiredMoveSpeed; + + public float speedIncreaseMultiplier; + public float slopeIncreaseMultiplier; + + public float groundDrag; + + public float jumpForce; + public float jumpCooldown; + public float airMultiplier; + bool readyToJump = true; + + public float jumpStaminaCost = 10; + + [Header("Crouching")] + public float crouchSpeed; + public float crouchYScale; + private float startYScale; + + [Header("Keybinds")] + public KeyCode jumpKey = KeyCode.Space; + public KeyCode sprintKey = KeyCode.LeftShift; + public KeyCode crouchKey = KeyCode.LeftControl; + + [Header("Ground Check")] + public float playerHeight; + public LayerMask whatIsGround; + public bool grounded; + + [Header("Slope Handling")] + public float maxSlopeAngle; + private RaycastHit slopeHit; + private bool exitingSlope; + + public Transform orientation; + + float horizontalInput; + float verticalInput; + + Vector3 moveDirection; + + Rigidbody rb; + + public MovementState state; + + + public bool cansprint = true; + public enum MovementState + { + walking, + sprinting, + crouching, + sliding, + air, + } + public bool sliding; + private void Start() + { + playerStamina = GetComponent(); + + rb = GetComponent(); + rb.freezeRotation = true; + + readyToJump = true; + + startYScale = transform.localScale.y; + } + private void Update() + { + grounded = Physics.Raycast(transform.position, Vector3.down, playerHeight * 0.5f + 0.1f, whatIsGround); + + MyInput(); + SpeedControl(); + StateHandler(); + + if (grounded) + rb.drag = groundDrag; + else + rb.drag = 0; + + } + + private void StateHandler() + { + if(sliding) + { + state = MovementState.sliding; + + if (OnSlope() && rb.velocity.y < 0.1f) + desiredMoveSpeed = slideSpeed; + + else + desiredMoveSpeed = sprintSpeed; + } + + else if (Input.GetKey(crouchKey)) + { + state = MovementState.crouching; + desiredMoveSpeed = crouchSpeed; + } + + + else if (grounded && cansprint && Input.GetKey(sprintKey)) + { + state = MovementState.sprinting; + desiredMoveSpeed = sprintSpeed; + playerStamina.DecreaseStamina(); + } + else if (grounded) + { + state = MovementState.walking; + desiredMoveSpeed = walkSpeed; + } + else + { + state = MovementState.air; + } + + if(Mathf.Abs(desiredMoveSpeed - lastDesiredMoveSpeed) > 4f && moveSpeed !=0) + { + StopAllCoroutines(); + StartCoroutine(SmoothlyLerpMoveSpeed()); + } + else + { + moveSpeed = desiredMoveSpeed; + } + + lastDesiredMoveSpeed = desiredMoveSpeed; + } + + private IEnumerator SmoothlyLerpMoveSpeed() + { + float time = 0; + float difference = Mathf.Abs(desiredMoveSpeed - moveSpeed); + float startValue = moveSpeed; + + while (time < difference) + { + moveSpeed = Mathf.Lerp(startValue, desiredMoveSpeed, time / difference); + + if (OnSlope()) + { + float slopeAngle = Vector3.Angle(Vector3.up, slopeHit.normal); + float slopeAngleIncrease = 1 + (slopeAngle / 90f); + + time += Time.deltaTime * speedIncreaseMultiplier * slopeIncreaseMultiplier * slopeAngleIncrease; + } + else + time += Time.deltaTime * speedIncreaseMultiplier; + yield return null; + } + moveSpeed = desiredMoveSpeed; + } + + + private void FixedUpdate() + { + MovePlayer(); + } + + private void MyInput() + { + horizontalInput = Input.GetAxisRaw("Horizontal"); + verticalInput = Input.GetAxisRaw("Vertical"); + + if(Input.GetKey(jumpKey) && readyToJump && grounded && playerStamina.DecreaseByChunk(jumpStaminaCost)) + { + readyToJump = false; + + Jump(); + + Invoke(nameof(ResetJump), jumpCooldown); + } + + + if (Input.GetKeyDown(crouchKey)) + { + transform.localScale = new Vector3(transform.localScale.x, crouchYScale, transform.localScale.z); + rb.AddForce(Vector3.down * 5f, ForceMode.Impulse); + } + if(Input.GetKeyUp(crouchKey)) + { + transform.localScale = new Vector3(transform.localScale.x, startYScale, transform.localScale.z); + } + } + + private void MovePlayer() + + { + moveDirection = orientation.forward * verticalInput + orientation.right * horizontalInput; + + if (OnSlope() && !exitingSlope) + { + rb.AddForce(GetSlopeMoveDirection(moveDirection) * moveSpeed * 20f, ForceMode.Force); + } + + + if(grounded) + rb.AddForce(moveDirection.normalized * moveSpeed * 10f, ForceMode.Force); + + + else if(!grounded) + rb.AddForce(moveDirection.normalized * moveSpeed * 10f * airMultiplier, ForceMode.Force); + + // if (rb.velocity.y > 0) + //rb.AddForce(Vector3.down * 80f, ForceMode.Force); + + } + + private void SpeedControl() + { + + if (OnSlope() && !exitingSlope) + { + if (rb.velocity.magnitude > moveSpeed) + rb.velocity = rb.velocity.normalized * moveSpeed; + } + + else + { + + Vector3 flatVel = new Vector3(rb.velocity.x, 0f, rb.velocity.z); + + if(flatVel.magnitude > moveSpeed) + { + Vector3 limitedVel = flatVel.normalized * moveSpeed; + rb.velocity = new Vector3(limitedVel.x, rb.velocity.y, limitedVel.z); + } + + } + + //text_speed.SetText("Speed: " + flatVel.magnitude); + + } + + private void Jump() + { + exitingSlope = true; + + rb.velocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z); + + rb.AddForce(transform.up * jumpForce, ForceMode.Impulse); + } + private void ResetJump() + { + readyToJump = true; + + exitingSlope = false; + } + + public bool OnSlope() + { + if(Physics.Raycast(transform.position, Vector3.down, out slopeHit, playerHeight * 0.5f + 0.3f)) + { + float angle = Vector3.Angle(Vector3.up, slopeHit.normal); + return angle < maxSlopeAngle && angle != 0; + } + return false; + } + + public Vector3 GetSlopeMoveDirection(Vector3 directon) + { + return Vector3.ProjectOnPlane(directon, slopeHit.normal).normalized; + } + + + +} + + + + + + + + + + + diff --git a/Assets/Movement/PlayerMovement.cs.meta b/Assets/Movement/PlayerMovement.cs.meta new file mode 100644 index 0000000..dd80664 --- /dev/null +++ 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+ decreased = false; + staminaBar.value = stamina; + } + + public void DecreaseStamina() + { + if (stamina != 0) + stamina -= dValue * Time.deltaTime; + + if(stamina <= 0) + { + pm.cansprint = false; + } + decreased = true; + } + public void IncreaseStamina() + { + stamina += dValue * Time.deltaTime; + if(stamina > maxStamina) + { + stamina = maxStamina; + } + if(stamina > maxStamina / 2) + { + pm.cansprint = true; + } + } + + public bool DecreaseByChunk(float amount) + { + if(stamina > amount) + { + stamina -= amount; + return true; + } + return false; + } +} \ No newline at end of file diff --git a/Assets/Movement/PlayerStamina.cs.meta b/Assets/Movement/PlayerStamina.cs.meta new file mode 100644 index 0000000..c986313 --- /dev/null +++ b/Assets/Movement/PlayerStamina.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: aae9dbe8be8d5734cacda10fece1205c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + 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playerObj.localScale.y; + + + } + + private void Update() + { + horizontalInput = Input.GetAxisRaw("Horizontal"); + verticalInput = Input.GetAxisRaw("Vertical"); + + if (Input.GetKeyDown(slideKey) && (horizontalInput != 0 || verticalInput != 0)) + StartSlide(); + + if (Input.GetKeyUp(slideKey) && pm.sliding) + StopSlide(); + } + + private void FixedUpdate() + { + if (pm.sliding) + SlidingMovement(); + } + + + + private void StartSlide() + { + + if (!playerStamina.DecreaseByChunk(slideStaminaCost)) + { + return; + } + pm.sliding = true; + + playerObj.localScale = new Vector3(playerObj.localScale.x, slideYScale, playerObj.localScale.z); + rb.AddForce(Vector3.down * 5f, ForceMode.Impulse); + + slideTimer = maxSlideTime; + } + + private void SlidingMovement() + { + playerStamina.DecreaseStamina(); + + Vector3 inputDirection = orientation.forward * verticalInput + orientation.right * horizontalInput; + + if(!pm.OnSlope() || rb.velocity.y > -0.1f) + { + rb.AddForce(inputDirection.normalized 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