TheFrontRoomsGame/Assets/Movement/PlayerMovement.cs
2023-03-14 14:43:42 +00:00

294 lines
6.9 KiB
C#

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<PlayerStamina>();
rb = GetComponent<Rigidbody>();
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;
}
}