149 lines
4.9 KiB
C#
149 lines
4.9 KiB
C#
using UnityEngine;
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public class PlayerMovement2 : MonoBehaviour
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{
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// Start is called before the first frame update
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private void Start()
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{
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controller = gameObject.GetComponent<CharacterController>();
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playerVelocity = Vector3.zero;
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playerAcceleration = Vector3.zero;
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moveSpeed = walkSpeed;
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sprintBonus = sprintSpeed - walkSpeed;
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}
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private void Update()
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{
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// acceleration of an object by default is zero
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playerAcceleration = Vector3.zero;
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// determine if the player is grounded
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isGrounded = controller.isGrounded;
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playerAcceleration += new Vector3(0f, gravity, 0f);
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// add acceleration due to normal force, assuming platforms are stationary and parallel to the ground
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if (isGrounded) playerAcceleration += new Vector3(0f, -gravity, 0f);
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// when the player jumps on the ground, apply an instant force to the player's velocity
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if (isGrounded && Input.GetButtonDown("Jump")) playerAcceleration.y += jumpHeight;
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// handle force applied by player movement
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if (isGrounded)
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if (playerVelocity.magnitude < maxWalkSpeed)
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{
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//Vector3 xzMove = new Vector3(Input.GetAxis("Horizontal"), 0f, Input.GetAxis("Vertical"));
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var xzMove = Vector3.zero;
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if (Input.GetKey(KeyCode.W)) xzMove.z += 1f;
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if (Input.GetKey(KeyCode.S)) xzMove.z += -1f;
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if (Input.GetKey(KeyCode.D)) xzMove.x += 1f;
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if (Input.GetKey(KeyCode.A)) xzMove.x += -1f;
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xzMove = xzMove.normalized * moveSpeed;
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var transformedDisplacement = transform.right * xzMove.x + transform.forward * xzMove.z;
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playerAcceleration += transformedDisplacement;
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}
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// add acceleration due to friction
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if (isGrounded)
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{
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var forceByFriction = Vector3.ProjectOnPlane(playerVelocity.normalized, transform.up) * frictionDefault;
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playerAcceleration -= forceByFriction;
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}
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// add to player's velocity based on acceleartion
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playerVelocity += playerAcceleration * Time.deltaTime;
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/*
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// assume all platforms are stationary and parallel to the ground
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if (isGrounded && playerVelocity.y < 0)
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{
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playerVelocity.y = 0f;
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}
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// when the player jumps on the ground, apply an instant force to the player's velocity
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if (isGrounded && Input.GetButtonDown("Jump"))
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{
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playerVelocity.y += Mathf.Sqrt(jumpHeight * -2f * gravity);
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}
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// apply an instant force to the player's velocity when on the ground when they try to move
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if (isGrounded)
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{
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if (playerVelocity.magnitude < maxWalkSpeed)
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{
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Vector3 xzMove = new Vector3(Input.GetAxis("Horizontal"), 0f, Input.GetAxis("Vertical"));
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xzMove = xzMove.normalized * moveSpeed * Time.deltaTime;
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playerVelocity += transform.right * xzMove.x + transform.forward * xzMove.z;
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}
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}
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*/
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// add to the player's position based on velocity
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controller.Move(playerVelocity * Time.deltaTime);
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Debug.Log(playerVelocity.magnitude);
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}
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#region Variables
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[SerializeField] private float walkSpeed = 2f;
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[SerializeField] private float maxWalkSpeed = 10f;
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[SerializeField] private float sprintSpeed = 10f;
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private float moveSpeed;
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private float sprintBonus;
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[SerializeField] private float jumpHeight = 2f;
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[SerializeField] private float gravity = -10f;
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[SerializeField] private float frictionDefault = 1f;
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private CharacterController controller;
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public Vector3 playerVelocity;
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public Vector3 playerAcceleration;
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private bool isGrounded;
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#endregion
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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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// ground check
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// isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
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isGrounded = controller.isGrounded;
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if (isGrounded && playerVelocity.y < 0)
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{
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playerVelocity.y = -2f;
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}
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// sprint mechanic
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float sprintInput = Input.GetAxis("Sprint");
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// wasd player movement
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float xMove = Input.GetAxis("Horizontal");
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float zMove = Input.GetAxis("Vertical");
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Vector3 xzMove = (transform.right * xMove + transform.forward * zMove) * (moveSpeed + sprintInput * sprintBonus);
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// jump
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if (Input.GetButtonDown("Jump") && isGrounded)
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{
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playerVelocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
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}
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// gravity
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playerVelocity.y += gravity * Time.deltaTime;
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// final player move
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controller.Move((playerVelocity + xzMove) * Time.deltaTime);
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//Debug.Log(controller.isGrounded);
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}
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*/
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} |