Start of character animations
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MeshRenderer:
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MeshRenderer:
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|
|
@ -3,6 +3,7 @@ using System.Collections.Generic;
|
||||||
using Data;
|
using Data;
|
||||||
using Interaction;
|
using Interaction;
|
||||||
using TMPro.Examples;
|
using TMPro.Examples;
|
||||||
|
using Unity.VisualScripting;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.Events;
|
using UnityEngine.Events;
|
||||||
using UnityEngine.EventSystems;
|
using UnityEngine.EventSystems;
|
||||||
|
@ -12,31 +13,30 @@ using Utility;
|
||||||
|
|
||||||
public class Character : MonoBehaviour
|
public class Character : MonoBehaviour
|
||||||
{
|
{
|
||||||
[Header("Movement")]
|
[SerializeField] private Animator _animator;
|
||||||
public float moveSpeed = 2f;
|
|
||||||
|
[FormerlySerializedAs("moveSpeed")] [Header("Movement")]
|
||||||
|
public float _movementAcceleration = 2f;
|
||||||
public float groundDrag = 1f;
|
public float groundDrag = 1f;
|
||||||
|
|
||||||
private float horizontalInput, verticalInput;
|
|
||||||
private Vector3 moveDirection;
|
private Vector3 moveDirection;
|
||||||
private Rigidbody rb;
|
private Rigidbody rb;
|
||||||
|
|
||||||
public float speed = 2f;
|
[FormerlySerializedAs("speed")] public float _maxVelocity = 2f;
|
||||||
|
|
||||||
[Header("Turning")]
|
[Header("Turning")]
|
||||||
public float turningRate = 30f;
|
public float turningRate = 30f;
|
||||||
public Quaternion _targetRotation = Quaternion.identity;
|
public Quaternion _targetRotation = Quaternion.identity;
|
||||||
|
|
||||||
[Header("Keybindings")]
|
[Header("Jumping")]
|
||||||
public KeyCode jumpKey = KeyCode.Space;
|
|
||||||
|
|
||||||
public float jumpForce;
|
public float jumpForce;
|
||||||
public float jumpCooldown;
|
public float jumpCooldown;
|
||||||
bool readyToJump = true;
|
private bool _readyToJump = true;
|
||||||
|
|
||||||
[Header("Groud Check")]
|
[Header("Groud Check")]
|
||||||
public float playerHeight;
|
[SerializeField]private float _groundedTolerance = 0.2f;
|
||||||
public LayerMask whatIsGround;
|
[SerializeField]private LayerMask _groundLayerMask;
|
||||||
public bool grounded;
|
private bool _grounded;
|
||||||
|
|
||||||
[Header("Hold item")]
|
[Header("Hold item")]
|
||||||
[SerializeField] private Transform _hand;
|
[SerializeField] private Transform _hand;
|
||||||
|
@ -50,7 +50,11 @@ public class Character : MonoBehaviour
|
||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private AudioSource _audioSource;
|
private AudioSource _audioSource;
|
||||||
|
|
||||||
|
private static readonly int RunSpeed = Animator.StringToHash("RunSpeed");
|
||||||
|
private static readonly int IsFalling = Animator.StringToHash("IsFalling");
|
||||||
|
private static readonly int IsJumping = Animator.StringToHash("IsJumping");
|
||||||
|
|
||||||
public bool CarriesItem => _carriedInteractible;
|
public bool CarriesItem => _carriedInteractible;
|
||||||
|
|
||||||
public PickupInteractible CarriedItem => _carriedInteractible;
|
public PickupInteractible CarriedItem => _carriedInteractible;
|
||||||
|
@ -64,13 +68,13 @@ public class Character : MonoBehaviour
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
grounded = Physics.Raycast(transform.position, Vector3.down, playerHeight * 0.5f + 0.2f, whatIsGround);
|
_grounded = Physics.Raycast(transform.position + new Vector3(0, _groundedTolerance / 2.0f, 0), Vector3.down, _groundedTolerance, _groundLayerMask);
|
||||||
|
|
||||||
SpeedControl();
|
SpeedControl();
|
||||||
|
|
||||||
transform.rotation = Quaternion.RotateTowards(transform.rotation, _targetRotation, turningRate * Time.deltaTime);
|
transform.rotation = Quaternion.RotateTowards(transform.rotation, _targetRotation, turningRate * Time.deltaTime);
|
||||||
|
|
||||||
if (grounded)
|
if (_grounded)
|
||||||
{
|
{
|
||||||
rb.drag = groundDrag;
|
rb.drag = groundDrag;
|
||||||
}
|
}
|
||||||
|
@ -79,6 +83,24 @@ public class Character : MonoBehaviour
|
||||||
rb.drag = 0.3f;
|
rb.drag = 0.3f;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
UpdateAnimator();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateAnimator()
|
||||||
|
{
|
||||||
|
//if (_grounded)
|
||||||
|
{
|
||||||
|
Vector3 velocity = rb.velocity;
|
||||||
|
velocity.y = 0.0f;
|
||||||
|
|
||||||
|
_animator.SetFloat(RunSpeed, velocity.magnitude);
|
||||||
|
}
|
||||||
|
//else
|
||||||
|
{
|
||||||
|
//_animator.SetFloat(RunSpeed, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
_animator.SetBool(IsFalling, !_grounded);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void PickupItem(PickupInteractible itemToPickup)
|
public void PickupItem(PickupInteractible itemToPickup)
|
||||||
|
@ -122,18 +144,17 @@ public class Character : MonoBehaviour
|
||||||
{
|
{
|
||||||
Vector2 movement = context.ReadValue<Vector2>();
|
Vector2 movement = context.ReadValue<Vector2>();
|
||||||
|
|
||||||
horizontalInput = movement.x;
|
moveDirection = new Vector3(movement.x, 0, movement.y);
|
||||||
verticalInput = movement.y;
|
|
||||||
|
if(moveDirection.x != 0f || moveDirection.z != 0f)
|
||||||
if(horizontalInput != 0f || verticalInput != 0f)
|
|
||||||
{
|
{
|
||||||
_targetRotation = Quaternion.Euler(new Vector3(0f, Mathf.Atan2(horizontalInput, verticalInput) * Mathf.Rad2Deg, 0f));
|
_targetRotation = Quaternion.Euler(new Vector3(0f, Mathf.Atan2(moveDirection.x, moveDirection.z) * Mathf.Rad2Deg, 0f));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void DoJump(InputAction.CallbackContext context)
|
public void DoJump(InputAction.CallbackContext context)
|
||||||
{
|
{
|
||||||
if (!context.performed || !readyToJump || !grounded)
|
if (!context.performed || !_readyToJump || !_grounded)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
Jump();
|
Jump();
|
||||||
|
@ -151,24 +172,24 @@ public class Character : MonoBehaviour
|
||||||
|
|
||||||
private void MovePlayer()
|
private void MovePlayer()
|
||||||
{
|
{
|
||||||
moveDirection = new Vector3(0, 0, verticalInput) + new Vector3(horizontalInput, 0, 0);
|
rb.AddForce(moveDirection.normalized * _movementAcceleration, ForceMode.Acceleration);
|
||||||
|
|
||||||
rb.AddForce(moveDirection.normalized * moveSpeed * 10f, ForceMode.Force);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void SpeedControl()
|
private void SpeedControl()
|
||||||
{
|
{
|
||||||
Vector3 flatVel = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
|
Vector3 flatVel = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
|
||||||
|
|
||||||
if (flatVel.magnitude > moveSpeed)
|
if (flatVel.magnitude > _maxVelocity)
|
||||||
{
|
{
|
||||||
Vector3 limitedVel = flatVel.normalized * moveSpeed;
|
Vector3 limitedVel = flatVel.normalized * _maxVelocity;
|
||||||
rb.velocity = new Vector3(limitedVel.x, rb.velocity.y, limitedVel.z);
|
rb.velocity = new Vector3(limitedVel.x, rb.velocity.y, limitedVel.z);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Jump()
|
private void Jump()
|
||||||
{
|
{
|
||||||
|
_animator.SetTrigger(IsJumping);
|
||||||
|
|
||||||
rb.velocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
|
rb.velocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
|
||||||
|
|
||||||
rb.AddForce(transform.up * jumpForce, ForceMode.Impulse);
|
rb.AddForce(transform.up * jumpForce, ForceMode.Impulse);
|
||||||
|
@ -176,7 +197,7 @@ public class Character : MonoBehaviour
|
||||||
|
|
||||||
private void ResetJump()
|
private void ResetJump()
|
||||||
{
|
{
|
||||||
readyToJump = true;
|
_readyToJump = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void GiveItemTo(Developer developer)
|
public void GiveItemTo(Developer developer)
|
||||||
|
|
Loading…
Reference in New Issue