GameVsJam/3d Prototyp/Assets/Scripts/Character.cs

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using System.Collections;
using System.Collections.Generic;
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using Data;
using Interaction;
using UnityEngine;
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using UnityEngine.Events;
using UnityEngine.EventSystems;
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using UnityEngine.InputSystem;
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using UnityEngine.Serialization;
using Utility;
public class Character : MonoBehaviour
{
[Header("Movement")]
public float moveSpeed = 2f;
public float groundDrag = 1f;
private float horizontalInput, verticalInput;
private Vector3 moveDirection;
private Rigidbody rb;
public float speed = 2f;
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[Header("Turning")]
public float turningRate = 30f;
public Quaternion _targetRotation = Quaternion.identity;
[Header("Keybindings")]
public KeyCode jumpKey = KeyCode.Space;
public float jumpForce;
public float jumpCooldown;
bool readyToJump = true;
[Header("Groud Check")]
public float playerHeight;
public LayerMask whatIsGround;
public bool grounded;
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[Header("Hold item")]
[SerializeField] private Transform _hand;
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[FormerlySerializedAs("_carriedItem")] [SerializeField] private GameObject _carriedItemModel;
[SerializeField] private PickupInteractible _carriedInteractible;
[FormerlySerializedAs("_throwAsideForce")] [SerializeField, Tooltip("Die Kraft mit der der Gegenstand fallen gelassen wird.")]
private float _dropItemForce = 3.0f;
[SerializeField]
private GottfriedData _data;
[SerializeField]
private AudioSource _audioSource;
public bool CarriesItem => _carriedInteractible;
public PickupInteractible CarriedItem => _carriedInteractible;
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// Start is called before the first frame update
void Start()
{
rb = gameObject.GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
grounded = Physics.Raycast(transform.position, Vector3.down, playerHeight * 0.5f + 0.2f, whatIsGround);
SpeedControl();
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transform.rotation = Quaternion.RotateTowards(transform.rotation, _targetRotation, turningRate * Time.deltaTime);
if (grounded)
{
rb.drag = groundDrag;
}
else
{
rb.drag = 0.3f;
}
}
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public void PickupItem(PickupInteractible itemToPickup)
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{
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if (_carriedInteractible)
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{
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_carriedInteractible.gameObject.SetActive(true);
_carriedInteractible.transform.parent = null;
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_carriedInteractible.transform.position = _carriedItemModel.transform.position;
_carriedInteractible.transform.rotation = _carriedItemModel.transform.rotation;
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Rigidbody rigidbody = _carriedInteractible.GetComponent<Rigidbody>();
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rigidbody.AddForce(Random.insideUnitSphere * _dropItemForce, ForceMode.Impulse);
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Destroy(_carriedItemModel);
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_carriedItemModel = null;
_carriedInteractible = null;
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}
if (itemToPickup)
{
GameObject model = Instantiate(itemToPickup.Model, _hand);
itemToPickup.transform.parent = model.transform;
itemToPickup.gameObject.SetActive(false);
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_carriedItemModel = model;
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_carriedInteractible = itemToPickup;
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}
}
private void FixedUpdate()
{
MovePlayer();
}
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public void DoMove(InputAction.CallbackContext context)
{
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Vector2 movement = context.ReadValue<Vector2>();
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horizontalInput = movement.x;
verticalInput = movement.y;
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if(horizontalInput != 0f || verticalInput != 0f)
{
_targetRotation = Quaternion.Euler(new Vector3(0f, Mathf.Atan2(horizontalInput, verticalInput) * Mathf.Rad2Deg, 0f));
}
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}
public void DoJump(InputAction.CallbackContext context)
{
if (!context.performed || !readyToJump || !grounded)
return;
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Jump();
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Invoke(nameof(ResetJump), jumpCooldown);
}
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public void DoDropItem(InputAction.CallbackContext context)
{
if (!context.performed)
return;
PickupItem(null);
}
private void MovePlayer()
{
moveDirection = new Vector3(0, 0, verticalInput) + new Vector3(horizontalInput, 0, 0);
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rb.AddForce(moveDirection.normalized * moveSpeed * 10f, ForceMode.Force);
}
private void SpeedControl()
{
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);
}
}
private void Jump()
{
rb.velocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
rb.AddForce(transform.up * jumpForce, ForceMode.Impulse);
}
private void ResetJump()
{
readyToJump = true;
}
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public void GiveItemTo(Developer developer)
{
Debug.Log($"Gebe {_carriedInteractible.Name} an {developer.Name}");
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Interactible item = _carriedInteractible;
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PickupItem(null);
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Destroy(item.gameObject);
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}
public void SayItsImpossible()
{
_audioSource.PlayOneShot(_data.VoiceSayItsImpossible.GetRandomElement());
}
}