Tweeked movement a bit and added custom drag

This commit is contained in:
Mikolaj 2022-04-26 22:11:23 +02:00
parent f9dca9cddb
commit d1c4e3d52a
87 changed files with 8029 additions and 1520 deletions

View file

@ -36,7 +36,7 @@
"name": "Jump", "name": "Jump",
"type": "PassThrough", "type": "PassThrough",
"id": "edb5e334-0aab-4f72-8872-53382954c983", "id": "edb5e334-0aab-4f72-8872-53382954c983",
"expectedControlType": "", "expectedControlType": "Button",
"processors": "", "processors": "",
"interactions": "", "interactions": "",
"initialStateCheck": false "initialStateCheck": false

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@ -0,0 +1,68 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TTTSC.Player.Character.Controller
{
public class CharacterStateChanger : MonoBehaviour
{
[SerializeField]
private CharacterReffrenceHub _characterReffrenceHub;
private PlayerInputReceiver _playerInputReceiver;
private CharacterStateMachine _characterStateMachine;
private bool _walkIsPerforming, _crouchIsPerforming, _sprintIsPerforming;
private void Awake()
{
_playerInputReceiver = _characterReffrenceHub.playerInputReceiver;
_characterStateMachine = _characterReffrenceHub.characterStateMachine;
}
private void Start()
{
_playerInputReceiver.MoveInputEvent += Walk;
_playerInputReceiver.CrouchInputEvent += Crouch;
_playerInputReceiver.SprintInputEvent += Sprint;
}
private void Walk(Vector2 direction, bool performing)
{
_walkIsPerforming = performing;
}
private void Crouch(bool performing)
{
_crouchIsPerforming = performing;
if (!_sprintIsPerforming)
_characterStateMachine.movementStates = CharacterStateMachine.MovementStates.Crouching;
}
private void Sprint(bool performing)
{
_sprintIsPerforming = performing;
}
private void Update()
{
if (_walkIsPerforming && !_crouchIsPerforming && !_sprintIsPerforming)
_characterStateMachine.movementStates = CharacterStateMachine.MovementStates.Walking;
if (_sprintIsPerforming && !_crouchIsPerforming && _walkIsPerforming)
_characterStateMachine.movementStates = CharacterStateMachine.MovementStates.Sprinting;
if (!_walkIsPerforming && !_crouchIsPerforming && !_sprintIsPerforming)
{
_characterStateMachine.movementStates = CharacterStateMachine.MovementStates.Idle;
}
}
}
}

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View file

@ -11,6 +11,7 @@ namespace TTTSC.Player.Character
public Controller.CharacterStateMachine characterStateMachine; public Controller.CharacterStateMachine characterStateMachine;
public Controller.PlayerInputReceiver playerInputReceiver; public Controller.PlayerInputReceiver playerInputReceiver;
public Controller.CharacterHover characterHover; public Controller.CharacterHover characterHover;
public Controller.CharacterStateChanger characterStateChanger;
} }
} }

View file

@ -47,7 +47,7 @@ namespace TTTSC.Player.Character.Controller.Alive
private void MoveInput(Vector2 moveDirection, bool performing) private void MoveInput(Vector2 moveDirection, bool performing)
{ {
_performingMoveInput = performing; _performingMoveInput = performing;
_moveDirection = new Vector3(moveDirection.x, 0, moveDirection.y); _moveDirection = new Vector2(moveDirection.x, moveDirection.y);
} }
#endregion #endregion
@ -70,38 +70,37 @@ namespace TTTSC.Player.Character.Controller.Alive
private void FixedUpdate() private void FixedUpdate()
{ {
//if (_characterRigidbody.velocity.x != 0f || _characterRigidbody.velocity.z != 0f) //if (_characterRigidbody.velocity.x != 0f || _characterRigidbody.velocity.z != 0f)
//Debug.Log("character speed x: " + _characterRigidbody.velocity.x + "character speed z:" + _characterRigidbody.velocity.z); //Debug.Log("character speed x: " + _characterRigidbody.velocity.x + "character speed z:" + _characterRigidbody.velocity.z);
Vector3 downVector = transform.TransformDirection(Vector3.down); Vector3 downVector = transform.TransformDirection(Vector3.down);
_characterRigidbody.drag = _characterDrag; Drag();
switch (_characterStateMachine.characterState) switch (_characterStateMachine.characterState)
{ {
case CharacterStateMachine.CharacterStates.Grounded: case CharacterStateMachine.CharacterStates.Grounded:
_characterRigidbody.drag = _characterDrag; switch (moveType)
{
case MoveTypes.Velocity:
VelocityChangeMover();
break;
case MoveTypes.AddForce:
AddForceMover();
break;
}
break; break;
default: case CharacterStateMachine.CharacterStates.InAir:
_characterRigidbody.drag = 0; InAirMove();
break; break;
} }
_characterRigidbody.AddForce(_characterHover.hoverForces * downVector, ForceMode.VelocityChange); _characterRigidbody.AddForce(_characterHover.hoverForces * downVector, ForceMode.VelocityChange);
switch (moveType)
{
case MoveTypes.Velocity:
VelocityChangeMover();
break;
case MoveTypes.AddForce:
AddForceMover();
break;
}
} }
@ -110,15 +109,45 @@ namespace TTTSC.Player.Character.Controller.Alive
private void VelocityChangeMover() private void VelocityChangeMover()
{ {
Vector3 movement = _characterMovementConfig.moveSpeed * _moveDirection.x * Time.deltaTime * transform.right + _characterRigidbody.velocity.y * transform.up + _characterMovementConfig.moveSpeed * _moveDirection.z * Time.deltaTime * transform.forward; Vector3 movement = _characterMovementConfig.moveSpeed * _moveDirection.x * Time.deltaTime * transform.right + _characterRigidbody.velocity.y * transform.up + _characterMovementConfig.moveSpeed * _moveDirection.y * Time.deltaTime * transform.forward;
_characterRigidbody.velocity = movement; _characterRigidbody.velocity = movement;
} }
private void AddForceMover() private void AddForceMover()
{ {
Vector3 movement = _characterMovementConfig.moveSpeed * _moveDirection.x * Time.deltaTime * transform.right + _characterMovementConfig.moveSpeed * _moveDirection.z * Time.deltaTime * transform.forward;
switch (_characterStateMachine.movementStates)
{
case CharacterStateMachine.MovementStates.Walking:
Walk();
break;
case CharacterStateMachine.MovementStates.Crouching:
break;
case CharacterStateMachine.MovementStates.Sprinting:
break;
}
}
private void Drag()
{
float multiplier = 1.0f - _characterDrag * Time.fixedDeltaTime;
if (multiplier < 0.0f) multiplier = 0.0f;
Vector3 newVelocity = new(_characterRigidbody.velocity.x * multiplier, _characterRigidbody.velocity.y, multiplier * _characterRigidbody.velocity.z);
_characterRigidbody.velocity = newVelocity;
}
private void Walk()
{
Vector3 movement = _characterMovementConfig.moveSpeed * _moveDirection.x * Time.deltaTime * transform.right + _characterMovementConfig.moveSpeed * _moveDirection.y * Time.deltaTime * transform.forward;
if (_characterStateMachine.characterState == CharacterStateMachine.CharacterStates.Grounded) if (_characterStateMachine.characterState == CharacterStateMachine.CharacterStates.Grounded)
switch (_moveForceMode) switch (_moveForceMode)
@ -133,13 +162,19 @@ namespace TTTSC.Player.Character.Controller.Alive
_characterRigidbody.AddForce(movement.normalized, ForceMode.Impulse); _characterRigidbody.AddForce(movement.normalized, ForceMode.Impulse);
break; break;
case ForceModes.velocityChange: case ForceModes.velocityChange:
_characterRigidbody.AddForce(movement, ForceMode.VelocityChange); _characterRigidbody.AddForce(movement.normalized, ForceMode.VelocityChange);
break; break;
} }
} }
private void Walk() private void InAirMove()
{ {
Vector3 movement = _characterMovementConfig.airControlStrength * _moveDirection.x * Time.deltaTime * transform.right + _characterMovementConfig.airControlStrength * _moveDirection.y * Time.deltaTime * transform.forward;
if (_characterStateMachine.movementStates == CharacterStateMachine.MovementStates.Walking)
{
_characterRigidbody.AddForce(movement.normalized, ForceMode.Impulse);
}
} }
} }

View file

@ -5,7 +5,7 @@ namespace TTTSC.Player.Character.Controller
public class CharacterStateMachine : MonoBehaviour public class CharacterStateMachine : MonoBehaviour
{ {
public CharacterStates characterState; public CharacterStates characterState;
public MovementModes movementType; public MovementStates movementStates;
public bool ceilingDetected; public bool ceilingDetected;
public bool eligibleForStep; public bool eligibleForStep;
[Header("Ladder bools")] [Header("Ladder bools")]
@ -28,11 +28,12 @@ namespace TTTSC.Player.Character.Controller
InWater InWater
} }
public enum MovementModes public enum MovementStates
{ {
Walk, Idle,
Run, Walking,
Crouch Crouching,
Sprinting
} }
public enum ActionState public enum ActionState

View file

@ -60,7 +60,7 @@ namespace TTTSC.Player.Character.Controller
""name"": ""Jump"", ""name"": ""Jump"",
""type"": ""PassThrough"", ""type"": ""PassThrough"",
""id"": ""edb5e334-0aab-4f72-8872-53382954c983"", ""id"": ""edb5e334-0aab-4f72-8872-53382954c983"",
""expectedControlType"": """", ""expectedControlType"": ""Button"",
""processors"": """", ""processors"": """",
""interactions"": """", ""interactions"": """",
""initialStateCheck"": false ""initialStateCheck"": false

View file

@ -8,7 +8,7 @@ namespace TTTSC.Player.Character.Controller
public class PlayerInputReceiver : MonoBehaviour public class PlayerInputReceiver : MonoBehaviour
{ {
private float _lookX, _lookY; private float _lookX, _lookY;
public event Action<Vector2, bool> MoveInputEvent, LookInputEvent; public event Action<Vector2, bool> MoveInputEvent, LookInputEvent;
public event Action<bool> SprintInputEvent, CrouchInputEvent, JumpInputEvent; public event Action<bool> SprintInputEvent, CrouchInputEvent, JumpInputEvent;
@ -18,7 +18,7 @@ namespace TTTSC.Player.Character.Controller
private void OnEnable() private void OnEnable()
{ {
playerInputEvents = new PlayerInputSender(); playerInputEvents = new PlayerInputSender();
playerInputEvents.Enable(); playerInputEvents.Enable();
playerInputEvents.Controlls.Walk.performed += WalkInputReceiver; playerInputEvents.Controlls.Walk.performed += WalkInputReceiver;
playerInputEvents.Controlls.LookX.performed += LookXInputReceiver; playerInputEvents.Controlls.LookX.performed += LookXInputReceiver;
@ -38,22 +38,102 @@ namespace TTTSC.Player.Character.Controller
playerInputEvents.Controlls.Crouch.performed -= CrouchInputReceiver; playerInputEvents.Controlls.Crouch.performed -= CrouchInputReceiver;
} }
bool FloatBool(float a, string calculationOperator, float b)
{
bool result = false;
switch (calculationOperator)
{
case "==":
if (a == b)
{
result = true;
}
else
{
result = false;
}
break;
case "!=":
if (a != b)
{
result = true;
}
else
{
result = false;
}
break;
case ">=":
if (a >= b)
{
result = true;
}
else
{
result = false;
}
break;
case "<=":
if (a <= b)
{
result = true;
}
else
{
result = false;
}
break;
case ">":
if (a > b)
{
result = true;
}
else
{
result = false;
}
break;
case "<":
if (a < b)
{
result = true;
}
else
{
result = false;
}
break;
}
return result;
}
private void LookXInputReceiver(InputAction.CallbackContext ctx) private void LookXInputReceiver(InputAction.CallbackContext ctx)
{ {
var value = ctx.ReadValue<float>(); var value = ctx.ReadValue<float>();
bool performing = value != 0;
_lookX = value; _lookX = value;
Look(performing); Look(FloatBool(value, "!=", 0));
} }
private void LookYInputReceiver(InputAction.CallbackContext ctx) private void LookYInputReceiver(InputAction.CallbackContext ctx)
{ {
var value = ctx.ReadValue<float>(); float value = ctx.ReadValue<float>();
bool performing = value != 0;
_lookY = value; _lookY = value;
Look(performing); Look(FloatBool(value, "!=", 0));
} }
private void Look(bool performing) private void Look(bool performing)
@ -67,19 +147,23 @@ namespace TTTSC.Player.Character.Controller
{ {
var value = ctx.ReadValue<Vector2>(); var value = ctx.ReadValue<Vector2>();
bool performing = !(value == new Vector2(0,0)); bool performing = !(value == new Vector2(0, 0));
MoveInputEvent?.Invoke(value, performing); MoveInputEvent?.Invoke(value, performing);
} }
private void SprintInputReceiver(InputAction.CallbackContext ctx) private void SprintInputReceiver(InputAction.CallbackContext ctx)
{ {
SprintInputEvent?.Invoke(ctx.ReadValue<bool>()); float value = ctx.ReadValue<float>();
SprintInputEvent?.Invoke(FloatBool(value, "==", 1));
} }
private void CrouchInputReceiver(InputAction.CallbackContext ctx) private void CrouchInputReceiver(InputAction.CallbackContext ctx)
{ {
CrouchInputEvent?.Invoke(ctx.ReadValue<bool>()); float value = ctx.ReadValue<float>();
CrouchInputEvent?.Invoke(FloatBool(value, "==", 1));
} }
private void JumpInputReceiver(InputAction.CallbackContext ctx) private void JumpInputReceiver(InputAction.CallbackContext ctx)

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