namespacing and multiplayer lobby

This commit is contained in:
2023-06-01 14:25:46 -04:00
parent 1d4a6319e9
commit 3e1b55b036
37 changed files with 2962 additions and 785 deletions

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@ -1,49 +1,51 @@
using UnityEngine;
public class CameraController : MonoBehaviour
namespace Player
{
//private float mouseX = 0;
//private float mouseY;
[SerializeField] private Camera cam;
[SerializeField] private Transform target;
private Vector3 offset;
public Vector3 Forward { get; private set; } = Vector3.zero;
public Vector3 Right { get; private set; } = Vector3.zero;
//private float originalDist = 0;
//private float newDist = 0;
//[SerializeField]
// private bool isChild = false;
// Start is called before the first frame update
private void Start()
public class CameraController : MonoBehaviour
{
//private float mouseX = 0;
//private float mouseY;
[SerializeField] private Camera cam;
[SerializeField] private Transform target;
private Vector3 offset;
public Vector3 Forward { get; private set; } = Vector3.zero;
public Vector3 Right { get; private set; } = Vector3.zero;
//private float originalDist = 0;
//private float newDist = 0;
//[SerializeField]
// private bool isChild = false;
// Start is called before the first frame update
private void Start()
{
}
// Update is called once per frame
private void Update()
{
GetMouseLook();
//if(target!=null&&!isChild)
//transform.position = target.transform.position+offset;
Forward = new Vector3(cam.transform.forward.x, target.transform.forward.y, cam.transform.forward.z);
Right = new Vector3(cam.transform.right.x, target.transform.right.y, cam.transform.right.z);
}
private void GetMouseLook()
{
//mouseX = Input.GetAxis("Mouse X");
//mouseY = Input.GetAxis("Mouse Y");
//transform.Rotate(0, mouseX * Time.deltaTime * 180f, 0);
//cam.transform.parent.parent.transform.Rotate(mouseY * Time.deltaTime * 180f, 0, 0);
//Cursor.visible = false;
//Cursor.lockState = CursorLockMode.Locked;
}
}
// Update is called once per frame
private void Update()
{
GetMouseLook();
//if(target!=null&&!isChild)
//transform.position = target.transform.position+offset;
Forward = new Vector3(cam.transform.forward.x, target.transform.forward.y, cam.transform.forward.z);
Right = new Vector3(cam.transform.right.x, target.transform.right.y, cam.transform.right.z);
}
private void GetMouseLook()
{
//mouseX = Input.GetAxis("Mouse X");
//mouseY = Input.GetAxis("Mouse Y");
//transform.Rotate(0, mouseX * Time.deltaTime * 180f, 0);
//cam.transform.parent.parent.transform.Rotate(mouseY * Time.deltaTime * 180f, 0, 0);
//Cursor.visible = false;
//Cursor.lockState = CursorLockMode.Locked;
}
}
}

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@ -1,62 +1,65 @@
using Cinemachine;
using UnityEngine;
public class CameraShift : MonoBehaviour
namespace Player
{
public static CameraShift active;
[SerializeField] private Camera childCam;
[SerializeField] private Transform offset;
[SerializeField] private float cameraSpeed = 5f;
[SerializeField] private CinemachineFreeLook freelook;
[SerializeField] private float initRadius = 3f;
[SerializeField] private float aimingRadius = 2f;
private bool isCenter = true;
private Vector3 targetOffset;
// Start is called before the first frame update
private void Start()
public class CameraShift : MonoBehaviour
{
targetOffset = Vector3.zero;
}
public static CameraShift active;
// Update is called once per frame
private void Update()
{
active = this;
if (isCenter)
[SerializeField] private Camera childCam;
[SerializeField] private Transform offset;
[SerializeField] private float cameraSpeed = 5f;
[SerializeField] private CinemachineFreeLook freelook;
[SerializeField] private float initRadius = 3f;
[SerializeField] private float aimingRadius = 2f;
private bool isCenter = true;
private Vector3 targetOffset;
// Start is called before the first frame update
private void Start()
{
targetOffset = Vector3.zero;
freelook.m_Orbits[1].m_Radius =
Mathf.Lerp(freelook.m_Orbits[1].m_Radius, initRadius, Time.deltaTime * cameraSpeed);
}
else
// Update is called once per frame
private void Update()
{
targetOffset = offset.localPosition;
freelook.m_Orbits[1].m_Radius =
Mathf.Lerp(freelook.m_Orbits[1].m_Radius, aimingRadius, Time.deltaTime * cameraSpeed);
active = this;
if (isCenter)
{
targetOffset = Vector3.zero;
freelook.m_Orbits[1].m_Radius =
Mathf.Lerp(freelook.m_Orbits[1].m_Radius, initRadius, Time.deltaTime * cameraSpeed);
}
else
{
targetOffset = offset.localPosition;
freelook.m_Orbits[1].m_Radius =
Mathf.Lerp(freelook.m_Orbits[1].m_Radius, aimingRadius, Time.deltaTime * cameraSpeed);
}
childCam.transform.localPosition =
Vector3.Lerp(childCam.transform.localPosition, targetOffset, Time.deltaTime * cameraSpeed);
}
//[SerializeField]
//private PlayerMovementController movementController;
public void ToggleCenter()
{
isCenter = !isCenter;
}
childCam.transform.localPosition =
Vector3.Lerp(childCam.transform.localPosition, targetOffset, Time.deltaTime * cameraSpeed);
}
//[SerializeField]
//private PlayerMovementController movementController;
public void ToggleCenter()
{
isCenter = !isCenter;
}
public void SetCenter(bool isCenter)
{
this.isCenter = isCenter;
public void SetCenter(bool isCenter)
{
this.isCenter = isCenter;
}
}
}

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@ -1,62 +1,65 @@
using UnityEngine;
public class NoiseVisibilitySettingsManager : MonoBehaviour
namespace Player
{
[SerializeField] private float sneakNoiseDistance = 5f;
[SerializeField] private float runNoiseDistance = 10f;
[SerializeField] private float shootNoiseDistance = 30f;
[SerializeField] private float standNoiseDistance;
[SerializeField] private float shootNoiseDuration = 2f;
private bool isRunning;
private bool isSneaking;
private float timeSinceLastShot;
public float SneakNoiseDistance => sneakNoiseDistance;
public float RunNoiseDistance => runNoiseDistance;
public float ShootNoiseDistance => shootNoiseDistance;
public float StandNoiseDistance => standNoiseDistance;
public float NoiseDistance { get; private set; }
// Start is called before the first frame update
private void Start()
public class NoiseVisibilitySettingsManager : MonoBehaviour
{
}
[SerializeField] private float sneakNoiseDistance = 5f;
// Update is called once per frame
private void Update()
{
if (timeSinceLastShot > 0)
NoiseDistance = shootNoiseDistance;
else if (isRunning)
NoiseDistance = runNoiseDistance;
else if (isSneaking)
NoiseDistance = sneakNoiseDistance;
else
NoiseDistance = standNoiseDistance;
[SerializeField] private float runNoiseDistance = 10f;
timeSinceLastShot -= Time.deltaTime;
}
[SerializeField] private float shootNoiseDistance = 30f;
public void ShotFired()
{
timeSinceLastShot = shootNoiseDuration;
}
[SerializeField] private float standNoiseDistance;
public void SetRunning(bool isRunning)
{
this.isRunning = isRunning;
}
[SerializeField] private float shootNoiseDuration = 2f;
public void SetSneaking(bool isSneaking)
{
this.isSneaking = isSneaking;
private bool isRunning;
private bool isSneaking;
private float timeSinceLastShot;
public float SneakNoiseDistance => sneakNoiseDistance;
public float RunNoiseDistance => runNoiseDistance;
public float ShootNoiseDistance => shootNoiseDistance;
public float StandNoiseDistance => standNoiseDistance;
public float NoiseDistance { get; private set; }
// Start is called before the first frame update
private void Start()
{
}
// Update is called once per frame
private void Update()
{
if (timeSinceLastShot > 0)
NoiseDistance = shootNoiseDistance;
else if (isRunning)
NoiseDistance = runNoiseDistance;
else if (isSneaking)
NoiseDistance = sneakNoiseDistance;
else
NoiseDistance = standNoiseDistance;
timeSinceLastShot -= Time.deltaTime;
}
public void ShotFired()
{
timeSinceLastShot = shootNoiseDuration;
}
public void SetRunning(bool isRunning)
{
this.isRunning = isRunning;
}
public void SetSneaking(bool isSneaking)
{
this.isSneaking = isSneaking;
}
}
}

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@ -1,24 +1,27 @@
using UnityEngine;
public class PlayerAim : MonoBehaviour
namespace Player
{
public static PlayerAim active;
public Vector3 targetPosition;
private Camera cam;
// Start is called before the first frame update
private void Start()
public class PlayerAim : MonoBehaviour
{
active = this;
cam = GetComponent<Camera>();
}
public static PlayerAim active;
public Vector3 targetPosition;
// Update is called once per frame
private void Update()
{
var r = new Ray(cam.transform.position, cam.transform.forward);
RaycastHit hit;
if (Physics.Raycast(r, out hit)) targetPosition = hit.point;
private Camera cam;
// Start is called before the first frame update
private void Start()
{
active = this;
cam = GetComponent<Camera>();
}
// Update is called once per frame
private void Update()
{
var r = new Ray(cam.transform.position, cam.transform.forward);
RaycastHit hit;
if (Physics.Raycast(r, out hit)) targetPosition = hit.point;
}
}
}

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@ -1,116 +1,120 @@
using UnityEngine;
public class PlayerAnimationController : MonoBehaviour
namespace Player
{
[SerializeField] private Animator animController;
[SerializeField] private string runningParameter;
[SerializeField] private string runningSpeedParameter;
[SerializeField] private string sideStepSpeedParameter;
//private bool movementInterrupt = false;
[SerializeField] private PlayerInteractionHandler interactionHandler;
[SerializeField] private PlayerMovementController movement;
//private float verticalAiming = 0;
[SerializeField] private Camera hiddenCam;
private bool isRunning;
private float runningSpeed;
private float sideStepSpeed;
// Start is called before the first frame update
private void Start()
public class PlayerAnimationController : MonoBehaviour
{
}
[SerializeField] private Animator animController;
// Update is called once per frame
private void Update()
{
animController.SetBool("IsCarrying", interactionHandler.IsCarrying);
animController.SetBool("HasGun", interactionHandler.GunEnabled);
[SerializeField] private string runningParameter;
if (interactionHandler.GunEnabled && !interactionHandler.isDead && movement.AllowRotation)
[SerializeField] private string runningSpeedParameter;
[SerializeField] private string sideStepSpeedParameter;
//private bool movementInterrupt = false;
[SerializeField] private PlayerInteractionHandler interactionHandler;
[SerializeField] private PlayerMovementController movement;
//private float verticalAiming = 0;
[SerializeField] private Camera hiddenCam;
private bool isRunning;
private float runningSpeed;
private float sideStepSpeed;
// Start is called before the first frame update
private void Start()
{
if (hiddenCam.transform.localEulerAngles.x < 90)
}
// Update is called once per frame
private void Update()
{
animController.SetBool("IsCarrying", interactionHandler.IsCarrying);
animController.SetBool("HasGun", interactionHandler.GunEnabled);
if (interactionHandler.GunEnabled && !interactionHandler.isDead && movement.AllowRotation)
{
//DOWN
var target = Mathf.Lerp(animController.GetLayerWeight(3), hiddenCam.transform.localEulerAngles.x / 70f,
Time.deltaTime * 10f);
animController.SetLayerWeight(3, target);
animController.SetLayerWeight(2, 0);
if (hiddenCam.transform.localEulerAngles.x < 90)
{
//DOWN
var target = Mathf.Lerp(animController.GetLayerWeight(3), hiddenCam.transform.localEulerAngles.x / 70f,
Time.deltaTime * 10f);
animController.SetLayerWeight(3, target);
animController.SetLayerWeight(2, 0);
}
else
{
//UP
animController.SetLayerWeight(3, 0);
var target = Mathf.Lerp(animController.GetLayerWeight(2),
(360f - hiddenCam.transform.localEulerAngles.x) / (360f - 300f), Time.deltaTime * 10);
animController.SetLayerWeight(2, target);
}
}
else
{
//UP
animController.SetLayerWeight(3, 0);
var target = Mathf.Lerp(animController.GetLayerWeight(2),
(360f - hiddenCam.transform.localEulerAngles.x) / (360f - 300f), Time.deltaTime * 10);
animController.SetLayerWeight(2, target);
animController.SetLayerWeight(2, Mathf.Lerp(animController.GetLayerWeight(2), 0, Time.deltaTime * 10));
animController.SetLayerWeight(3, Mathf.Lerp(animController.GetLayerWeight(3), 0, Time.deltaTime * 10));
}
//print("carrying:" + interactionHandler.IsCarrying + " running:"+animController.GetBool(runningParameter)+" running speed:" + animController.GetFloat(runningSpeedParameter));
}
public void Animate(Vector2 movement, bool jump, bool isMoving)
{
animController.SetFloat(runningSpeedParameter, movement.magnitude);
animController.SetBool(runningParameter, isMoving);
if (this.movement.IsAiming)
{
animController.SetFloat("StrafingSpeed", movement.x);
float dir = 0;
if (movement.x > 0)
dir = 1;
else if (movement.x < 0) dir = -1;
animController.SetFloat("StrafingDirection", dir);
}
else
{
animController.SetFloat("StrafingSpeed", 0);
animController.SetFloat("StrafingDirection", 1);
}
}
else
public void Animate(PlayerQuickAnimationType animation)
{
animController.SetLayerWeight(2, Mathf.Lerp(animController.GetLayerWeight(2), 0, Time.deltaTime * 10));
animController.SetLayerWeight(3, Mathf.Lerp(animController.GetLayerWeight(3), 0, Time.deltaTime * 10));
switch (animation)
{
case PlayerQuickAnimationType.Grab:
print("grabbing...");
break;
case PlayerQuickAnimationType.Shoot:
print("shooting...");
break;
}
}
//print("carrying:" + interactionHandler.IsCarrying + " running:"+animController.GetBool(runningParameter)+" running speed:" + animController.GetFloat(runningSpeedParameter));
public void Hit(bool isDead)
{
animController.SetTrigger("WasHit");
animController.SetBool("IsDead", isDead);
}
}
public void Animate(Vector2 movement, bool jump, bool isMoving)
public enum PlayerAnimationType
{
animController.SetFloat(runningSpeedParameter, movement.magnitude);
animController.SetBool(runningParameter, isMoving);
if (this.movement.IsAiming)
{
animController.SetFloat("StrafingSpeed", movement.x);
float dir = 0;
if (movement.x > 0)
dir = 1;
else if (movement.x < 0) dir = -1;
animController.SetFloat("StrafingDirection", dir);
}
else
{
animController.SetFloat("StrafingSpeed", 0);
animController.SetFloat("StrafingDirection", 1);
}
Movement,
Action
}
public void Animate(PlayerQuickAnimationType animation)
public enum PlayerQuickAnimationType
{
switch (animation)
{
case PlayerQuickAnimationType.Grab:
print("grabbing...");
break;
case PlayerQuickAnimationType.Shoot:
print("shooting...");
break;
}
Grab,
Shoot
}
public void Hit(bool isDead)
{
animController.SetTrigger("WasHit");
animController.SetBool("IsDead", isDead);
}
}
public enum PlayerAnimationType
{
Movement,
Action
}
public enum PlayerQuickAnimationType
{
Grab,
Shoot
}

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@ -1,104 +1,107 @@
using Cinemachine;
using UnityEngine;
public class PlayerComponent : MonoBehaviour
namespace Player
{
[SerializeField] private float health = 5f;
[SerializeField] private float maxHealth = 5f;
[SerializeField] private float stamina = 20f;
[SerializeField] private float maxStamina = 20f;
[SerializeField] private NoiseVisibilitySettingsManager noiseManager;
[SerializeField] private PlayerMovementController movementController;
[SerializeField] private PlayerAnimationController animationController;
[HideInInspector] public FlareRegister flareRegister;
[SerializeField] private CinemachineFreeLook cameraFreeLook;
[SerializeField] private float knockbackDuration = 1f;
[SerializeField] private float knockbackDistance = 5f;
[SerializeField] private StatsOutputScreen statsOutput;
private CinemachineBasicMultiChannelPerlin perlin;
private float shakeTimer;
public NoiseVisibilitySettingsManager NoiseManager => noiseManager;
public PlayerMovementController MovementController => movementController;
[HideInInspector] public bool IsAlive => health > 0;
private void Awake()
public class PlayerComponent : MonoBehaviour
{
flareRegister = FindObjectOfType<FlareRegister>();
}
[SerializeField] private float health = 5f;
// Start is called before the first frame update
private void Start()
{
perlin = cameraFreeLook.GetRig(1).GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
}
[SerializeField] private float maxHealth = 5f;
// Update is called once per frame
private void Update()
{
NoiseManager.SetRunning(MovementController.IsRunning);
statsOutput.health = health;
statsOutput.stamina = 20f;
statsOutput.oxygen = 100f;
[SerializeField] private float stamina = 20f;
if (shakeTimer > 0)
[SerializeField] private float maxStamina = 20f;
[SerializeField] private NoiseVisibilitySettingsManager noiseManager;
[SerializeField] private PlayerMovementController movementController;
[SerializeField] private PlayerAnimationController animationController;
[HideInInspector] public FlareRegister flareRegister;
[SerializeField] private CinemachineFreeLook cameraFreeLook;
[SerializeField] private float knockbackDuration = 1f;
[SerializeField] private float knockbackDistance = 5f;
[SerializeField] private StatsOutputScreen statsOutput;
private CinemachineBasicMultiChannelPerlin perlin;
private float shakeTimer;
public NoiseVisibilitySettingsManager NoiseManager => noiseManager;
public PlayerMovementController MovementController => movementController;
[HideInInspector] public bool IsAlive => health > 0;
private void Awake()
{
shakeTimer -= Time.deltaTime;
// perlin.m_AmplitudeGain = 0;
perlin.m_AmplitudeGain = Mathf.Lerp(perlin.m_AmplitudeGain, 0, .1f);
if (shakeTimer <= 0f) perlin.m_AmplitudeGain = 0;
flareRegister = FindObjectOfType<FlareRegister>();
}
if (!IsAlive)
// Start is called before the first frame update
private void Start()
{
PlayerInteractionHandler.instance.isDead = true;
movementController.isDead = true;
perlin = cameraFreeLook.GetRig(1).GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
}
}
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Damaging"))
// Update is called once per frame
private void Update()
{
print("HIT!");
var monster = other.GetComponentInParent<MonsterComponent>();
NoiseManager.SetRunning(MovementController.IsRunning);
statsOutput.health = health;
statsOutput.stamina = 20f;
statsOutput.oxygen = 100f;
Damage(monster.AttackDamage, monster.ShakeCameraOnHit);
animationController.Hit(health <= 0);
movementController.PhysicalForceMove((transform.position - monster.transform.position) * knockbackDistance);
movementController.LockMovement(knockbackDuration);
if (shakeTimer > 0)
{
shakeTimer -= Time.deltaTime;
// perlin.m_AmplitudeGain = 0;
perlin.m_AmplitudeGain = Mathf.Lerp(perlin.m_AmplitudeGain, 0, .1f);
if (shakeTimer <= 0f) perlin.m_AmplitudeGain = 0;
}
if (!IsAlive)
{
PlayerInteractionHandler.instance.isDead = true;
movementController.isDead = true;
}
}
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Damaging"))
{
print("HIT!");
var monster = other.GetComponentInParent<Enemy.MonsterComponent>();
Damage(monster.AttackDamage, monster.ShakeCameraOnHit);
animationController.Hit(health <= 0);
movementController.PhysicalForceMove((transform.position - monster.transform.position) * knockbackDistance);
movementController.LockMovement(knockbackDuration);
}
}
}
public void ShakeCamera(float intensity, float time)
{
var perlin = cameraFreeLook.GetRig(1).GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
perlin.m_AmplitudeGain = intensity;
shakeTimer = time;
}
public void ShakeCamera(float intensity, float time)
{
var perlin = cameraFreeLook.GetRig(1).GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
perlin.m_AmplitudeGain = intensity;
shakeTimer = time;
}
public void SetSensitivity(float magnitude)
{
movementController.SetSensitivity(magnitude);
}
public void SetSensitivity(float magnitude)
{
movementController.SetSensitivity(magnitude);
}
public void Damage(float damage, bool applyShake = false)
{
health -= damage;
if (applyShake) ShakeCamera(15, 5);
public void Damage(float damage, bool applyShake = false)
{
health -= damage;
if (applyShake) ShakeCamera(15, 5);
}
}
}

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@ -1,6 +1,10 @@
using System.Collections.Generic;
using UnityEngine;
namespace Player
{
[RequireComponent(typeof(Collider))]
public class PlayerInteractionHandler : MonoBehaviour
{
@ -36,7 +40,7 @@ public class PlayerInteractionHandler : MonoBehaviour
private ItemSelector itemSelector;
private readonly List<InteractableItem> itemsInRange = new();
private InGameManager manager;
private Game.InGameManager manager;
private Material selMaterial;
private TempInventory tempInvent;
public Inventory Inventory => invent;
@ -58,7 +62,7 @@ public class PlayerInteractionHandler : MonoBehaviour
itemSelector = ItemSelector.instance;
pistol.gameObject.SetActive(GunEnabled);
flashlightEnabled = flashlight.gameObject.activeSelf;
manager = FindObjectOfType<InGameManager>();
manager = FindObjectOfType<Game.InGameManager>();
}
// Update is called once per frame
@ -313,4 +317,6 @@ internal class AxisIsDown
{
return down;
}
}
}

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@ -2,162 +2,166 @@ using System.Collections;
using Cinemachine;
using UnityEngine;
public class PlayerMovementController : MonoBehaviour
namespace Player
{
[SerializeField] private PlayerAnimationController animcontroller;
[SerializeField] private CharacterController ccontroller;
[SerializeField] private CameraController cameraController;
[SerializeField] private float speed = 1f;
[SerializeField] private float sideSpeed = 0.5f;
[SerializeField] private float animatedRotationSpeed = 5f;
[SerializeField] public Camera cam;
[HideInInspector] public bool AllowRotation;
[HideInInspector] public bool IsAiming;
[SerializeField] private NoiseVisibilitySettingsManager noiseSettings;
[SerializeField] private CinemachineFreeLook freelook;
[SerializeField] private string mouseXAxis = "Mouse X";
[SerializeField] private string mouseYAxis = "Mouse Y";
public bool isDead;
private CharacterControllerForce ccForceAddon;
private float initXSensitivity = 250f;
private float initYSensitivity = 10f;
//private float mouseX = 0;
private bool isSneaking = false;
private Vector3 lookingDirectionVector;
private InGameManager manager;
private bool movementLocked;
private float x;
private float y;
public bool IsRunning { get; private set; }
public float NoiseDistance => noiseSettings.NoiseDistance;
// Start is called before the first frame update
private void Start()
public class PlayerMovementController : MonoBehaviour
{
ccForceAddon = ccontroller.gameObject.GetComponent<CharacterControllerForce>();
manager = FindObjectOfType<InGameManager>();
initXSensitivity = freelook.m_XAxis.m_MaxSpeed;
initYSensitivity = freelook.m_YAxis.m_MaxSpeed;
}
[SerializeField] private PlayerAnimationController animcontroller;
// Update is called once per frame
private void Update()
{
if (isDead) return;
AllowRotation = IsAiming || IsRunning;
IsAiming = Input.GetMouseButton(1) || Input.GetAxis("Aim") > 0.5f;
GetMovementOld();
MovePlayer();
[SerializeField] private CharacterController ccontroller;
animcontroller.Animate(new Vector2(x, y), false, IsRunning);
[SerializeField] private CameraController cameraController;
lookingDirectionVector = (cameraController.Forward * y + cameraController.Right * x).normalized;
if ((IsRunning && !Input.GetMouseButtonDown(1)) || AllowRotation)
[SerializeField] private float speed = 1f;
[SerializeField] private float sideSpeed = 0.5f;
[SerializeField] private float animatedRotationSpeed = 5f;
[SerializeField] public Camera cam;
[HideInInspector] public bool AllowRotation;
[HideInInspector] public bool IsAiming;
[SerializeField] private NoiseVisibilitySettingsManager noiseSettings;
[SerializeField] private CinemachineFreeLook freelook;
[SerializeField] private string mouseXAxis = "Mouse X";
[SerializeField] private string mouseYAxis = "Mouse Y";
public bool isDead;
private CharacterControllerForce ccForceAddon;
private float initXSensitivity = 250f;
private float initYSensitivity = 10f;
//private float mouseX = 0;
private bool isSneaking = false;
private Vector3 lookingDirectionVector;
private Game.InGameManager manager;
private bool movementLocked;
private float x;
private float y;
public bool IsRunning { get; private set; }
public float NoiseDistance => noiseSettings.NoiseDistance;
// Start is called before the first frame update
private void Start()
{
ccForceAddon = ccontroller.gameObject.GetComponent<CharacterControllerForce>();
manager = FindObjectOfType<Game.InGameManager>();
initXSensitivity = freelook.m_XAxis.m_MaxSpeed;
initYSensitivity = freelook.m_YAxis.m_MaxSpeed;
}
// Update is called once per frame
private void Update()
{
if (isDead) return;
AllowRotation = IsAiming || IsRunning;
IsAiming = Input.GetMouseButton(1) || Input.GetAxis("Aim") > 0.5f;
GetMovementOld();
MovePlayer();
animcontroller.Animate(new Vector2(x, y), false, IsRunning);
lookingDirectionVector = (cameraController.Forward * y + cameraController.Right * x).normalized;
if ((IsRunning && !Input.GetMouseButtonDown(1)) || AllowRotation)
{
if ((AllowRotation && x == 0 && y == 0) || (IsAiming && PlayerInteractionHandler.instance.GunEnabled))
lookingDirectionVector = cameraController.Forward.normalized;
SlowLookAt(lookingDirectionVector);
}
freelook.m_XAxis.m_InputAxisName = !manager.IsPaused ? mouseXAxis : "";
freelook.m_YAxis.m_InputAxisName = !manager.IsPaused ? mouseYAxis : "";
}
private void GetMovementOld()
{
x = Input.GetAxis("Horizontal");
y = Input.GetAxis("Vertical");
if (movementLocked || manager.IsPaused)
{
x = 0;
y = 0;
}
IsRunning = Mathf.Abs(y) > 0.1f || Mathf.Abs(x) > 0.1f;
}
public void SetSensitivity(float sensitivity)
{
freelook.m_XAxis.m_MaxSpeed = initXSensitivity * sensitivity;
freelook.m_YAxis.m_MaxSpeed = initYSensitivity * sensitivity;
}
private void MovePlayer()
{
var movement = Vector3.zero;
//movement += transform.forward * Mathf.Abs(y) * Time.deltaTime * speed;//+(transform.right*x*Time.deltaTime*speed);
movement += cam.transform.forward * y * Time.deltaTime * speed;
//movement += transform.forward * Mathf.Abs(x) * Time.deltaTime * speed;
if (!IsAiming)
movement += cam.transform.right * x * Time.deltaTime * speed;
else
movement += cam.transform.right * x * Time.deltaTime * sideSpeed;
movement += Vector3.down * Time.deltaTime * 9.8f;
ccontroller.Move(movement);
}
public void SetSpeed(float speed)
{
this.speed = speed;
}
private void GetJumpOld()
{
if ((AllowRotation && x == 0 && y == 0) || (IsAiming && PlayerInteractionHandler.instance.GunEnabled))
lookingDirectionVector = cameraController.Forward.normalized;
SlowLookAt(lookingDirectionVector);
}
freelook.m_XAxis.m_InputAxisName = !manager.IsPaused ? mouseXAxis : "";
freelook.m_YAxis.m_InputAxisName = !manager.IsPaused ? mouseYAxis : "";
}
private void GetMovementOld()
{
x = Input.GetAxis("Horizontal");
y = Input.GetAxis("Vertical");
if (movementLocked || manager.IsPaused)
private void SlowLookAt(Vector3 targetVector)
{
x = 0;
y = 0;
var relativePos = targetVector;
var toRotation = Quaternion.LookRotation(relativePos);
transform.rotation = Quaternion.Lerp(transform.rotation, toRotation, animatedRotationSpeed * Time.deltaTime);
}
IsRunning = Mathf.Abs(y) > 0.1f || Mathf.Abs(x) > 0.1f;
}
public void SetSensitivity(float sensitivity)
{
freelook.m_XAxis.m_MaxSpeed = initXSensitivity * sensitivity;
freelook.m_YAxis.m_MaxSpeed = initYSensitivity * sensitivity;
}
public void PhysicalForceMove(Vector3 vector)
{
ccontroller.Move(vector);
ccForceAddon.AddImpact(vector, vector.magnitude);
}
private void MovePlayer()
{
var movement = Vector3.zero;
//movement += transform.forward * Mathf.Abs(y) * Time.deltaTime * speed;//+(transform.right*x*Time.deltaTime*speed);
movement += cam.transform.forward * y * Time.deltaTime * speed;
public void LockMovement(float duration)
{
StartCoroutine(lockMovement(duration));
}
//movement += transform.forward * Mathf.Abs(x) * Time.deltaTime * speed;
if (!IsAiming)
movement += cam.transform.right * x * Time.deltaTime * speed;
else
movement += cam.transform.right * x * Time.deltaTime * sideSpeed;
movement += Vector3.down * Time.deltaTime * 9.8f;
ccontroller.Move(movement);
}
public void SetSpeed(float speed)
{
this.speed = speed;
}
private void GetJumpOld()
{
}
private void SlowLookAt(Vector3 targetVector)
{
var relativePos = targetVector;
var toRotation = Quaternion.LookRotation(relativePos);
transform.rotation = Quaternion.Lerp(transform.rotation, toRotation, animatedRotationSpeed * Time.deltaTime);
}
public void PhysicalForceMove(Vector3 vector)
{
ccontroller.Move(vector);
ccForceAddon.AddImpact(vector, vector.magnitude);
}
public void LockMovement(float duration)
{
StartCoroutine(lockMovement(duration));
}
private IEnumerator lockMovement(float duration)
{
movementLocked = true;
yield return new WaitForSeconds(duration);
movementLocked = false;
private IEnumerator lockMovement(float duration)
{
movementLocked = true;
yield return new WaitForSeconds(duration);
movementLocked = false;
}
}
}

View File

@ -1,49 +1,52 @@
using TMPro;
using UnityEngine;
public class StatsOutputScreen : MonoBehaviour
namespace Player
{
[SerializeField] private TMP_Text healthText;
[SerializeField] private TMP_Text staminaText;
[SerializeField] private TMP_Text oxygenText;
[HideInInspector] public float health;
[HideInInspector] public float stamina;
[HideInInspector] public float oxygen;
private Color initColor;
// Start is called before the first frame update
private void Start()
public class StatsOutputScreen : MonoBehaviour
{
initColor = healthText.color;
InvokeRepeating("ToggleColor", 0.5f, 0.5f);
[SerializeField] private TMP_Text healthText;
[SerializeField] private TMP_Text staminaText;
[SerializeField] private TMP_Text oxygenText;
[HideInInspector] public float health;
[HideInInspector] public float stamina;
[HideInInspector] public float oxygen;
private Color initColor;
// Start is called before the first frame update
private void Start()
{
initColor = healthText.color;
InvokeRepeating("ToggleColor", 0.5f, 0.5f);
}
// Update is called once per frame
private void Update()
{
healthText.text = "Health:" + health;
if (health <= 1)
//Dark Red
healthText.color = new Color(50, 0, 0);
else if (health <= 3)
healthText.color = Color.red;
else
healthText.color = initColor;
staminaText.text = "Stamina:" + stamina;
oxygenText.text = "Oxygen:" + oxygen;
}
private void ToggleColor()
{
if (health <= 1)
healthText.gameObject.SetActive(!healthText.gameObject.activeSelf);
}
}
// Update is called once per frame
private void Update()
{
healthText.text = "Health:" + health;
if (health <= 1)
//Dark Red
healthText.color = new Color(50, 0, 0);
else if (health <= 3)
healthText.color = Color.red;
else
healthText.color = initColor;
staminaText.text = "Stamina:" + stamina;
oxygenText.text = "Oxygen:" + oxygen;
}
private void ToggleColor()
{
if (health <= 1)
healthText.gameObject.SetActive(!healthText.gameObject.activeSelf);
}
}
}