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