update engine version and fixed AddForce movement

I updated engine to 2021.3.1f1 LTS and got AddForce movement properly (I like it), next up is springing, crouching, jumping and .... ladders
This commit is contained in:
Mikolaj 2022-04-24 23:09:06 +02:00
parent c0e35424e0
commit f9dca9cddb
152 changed files with 4650 additions and 6081 deletions

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@ -0,0 +1,16 @@
using UnityEngine;
namespace TTTSC.Player.Character
{
public class CharacterReffrenceHub : MonoBehaviour
{
public Rigidbody characterRigidbody;
public PlayerStateEnforcer playerStateEnforcrer;
public PlayerStateMachine playerStateMachine;
public Controller.CharacterMovementConfig characterMovementConfig;
public Controller.CharacterStateMachine characterStateMachine;
public Controller.PlayerInputReceiver playerInputReceiver;
public Controller.CharacterHover characterHover;
}
}

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@ -7,9 +7,11 @@ namespace TTTSC.Player.Character.Controller
public class CharacterHover : MonoBehaviour
{
[SerializeField]
CharacterMovementConfig characterConfig;
private CharacterReffrenceHub characterReffrenceHub;
private CharacterMovementConfig _characterMovementConfig;
private CharacterStateMachine _characterStateMachine;
[SerializeField]
Transform _groundCheckOrigin;
private Transform _groundCheckOrigins;
[SerializeField]
float _groundCheckLength;
[SerializeField]
@ -17,13 +19,17 @@ namespace TTTSC.Player.Character.Controller
public float hoverHight;
[SerializeField]
float _hoverStrenght, _hoverDampening;
public float hoverForce { get; private set; }
public float hoverForces { get; private set; }
RaycastHit _hoverRayHits;
bool _rayStatuses;
bool _rayStatus;
private void OnDrawGizmos()
{
switch (_rayStatus)
Gizmos.DrawLine(_groundCheckOrigins.transform.position, _groundCheckOrigins.transform.position + Vector3.down * _groundCheckLength);
switch (_rayStatuses)
{
case true:
Gizmos.color = Color.green;
@ -32,7 +38,12 @@ namespace TTTSC.Player.Character.Controller
Gizmos.color = Color.red;
break;
}
Gizmos.DrawLine(_groundCheckOrigin.position, _groundCheckOrigin.position + Vector3.down * _groundCheckLength);
}
private void Awake()
{
_characterMovementConfig = characterReffrenceHub.characterMovementConfig;
_characterStateMachine = characterReffrenceHub.characterStateMachine;
}
// Update is called once per frame
@ -40,23 +51,23 @@ namespace TTTSC.Player.Character.Controller
{
Vector3 downVector = transform.TransformDirection(Vector3.down);
Vector3 characterVelocity = characterConfig.characterRigidbody.velocity;
Vector3 characterVelocity = _characterMovementConfig.characterRigidbody.velocity;
_rayStatus = Physics.Raycast(_groundCheckOrigin.position, transform.TransformDirection(Vector3.down), out RaycastHit hit, _groundCheckLength, layerMask: _layerMask);
_rayStatuses = Physics.Raycast(_groundCheckOrigins.position, downVector, out _hoverRayHits, _groundCheckLength, _layerMask);
switch (_rayStatus)
switch (_rayStatuses)
{
case true:
Vector3 otherObjectVelocity = Vector3.zero;
_characterStateMachine.characterState = CharacterStateMachine.CharacterStates.Grounded;
Rigidbody otherRigidbody = hit.rigidbody;
Rigidbody otherRigidbody = _hoverRayHits.rigidbody;
if (otherRigidbody != null)
{
otherObjectVelocity = otherRigidbody.velocity;
otherObjectVelocity = otherRigidbody.velocity;
}
@ -65,23 +76,25 @@ namespace TTTSC.Player.Character.Controller
float realVelocity = characterDirectionalVelocity - otherObjectDirectionalVelocity;
float characterHightDiffrence = hit.distance - hoverHight;
float characterHightDiffrence = _hoverRayHits.distance - hoverHight;
hoverForce = (characterHightDiffrence * _hoverStrenght) - (realVelocity * _hoverDampening) * Time.deltaTime;
hoverForces = (characterHightDiffrence * _hoverStrenght) - (realVelocity * _hoverDampening) * Time.deltaTime;
//Debug.Log("found ground " + characterHightDiffrence);
//Debug.Log("ray number " + ray + " found ground " + characterHightDiffrence);
break;
case false:
_characterStateMachine.characterState = CharacterStateMachine.CharacterStates.InAir;
hoverForce = 0;
hoverForces = 0;
//Debug.Log("did not found ground");
//Debug.Log("ray number " + ray + " did not found ground");
break;
}
}
}
}

View file

@ -7,16 +7,12 @@ namespace TTTSC.Player.Character.Controller.Alive
public class CharacterMover : MonoBehaviour
{
[SerializeField]
private CharacterReffrenceHub _ReffrenceHub;
private PlayerStateMachine _playerStateMachine;
[SerializeField]
private PlayerStateEnforcer _playerStateEnforcer;
[SerializeField]
private CharacterStateMachine _characterStateMachine;
[SerializeField]
private CharacterMovementConfig _characterConfig;
[SerializeField]
private CharacterMovementConfig _characterMovementConfig;
private CharacterHover _characterHover;
[SerializeField]
private PlayerInputReceiver _playerInputReceiver;
private Rigidbody _characterRigidbody;
[SerializeField, Tooltip("use Velocity mode for testing interactable objects + other things like pickackable items")]
@ -24,17 +20,26 @@ namespace TTTSC.Player.Character.Controller.Alive
[SerializeField]
private ForceModes _hoverForceMode, _moveForceMode;
[SerializeField]
private float _characterDrag;
private bool _performingMoveInput;
private Vector3 _moveDirection;
private void Awake()
{
_playerStateMachine = _ReffrenceHub.playerStateMachine;
_playerStateEnforcer = _ReffrenceHub.playerStateEnforcrer;
_characterStateMachine = _ReffrenceHub.characterStateMachine;
_characterMovementConfig = _ReffrenceHub.characterMovementConfig;
_characterHover = _ReffrenceHub.characterHover;
_playerInputReceiver = _ReffrenceHub.playerInputReceiver;
_playerInputReceiver.MoveInputEvent += MoveInput;
}
void Start()
{
_characterRigidbody = _characterConfig.characterRigidbody;
_characterRigidbody = _characterMovementConfig.characterRigidbody;
}
#region Input event listeners
@ -53,37 +58,40 @@ namespace TTTSC.Player.Character.Controller.Alive
AddForce
}
enum ForceModes
enum ForceModes
{
force,
acceleration,
impulse,
velocityChange
}
private void FixedUpdate()
{
Debug.Log("player speed: " + _characterRigidbody.velocity.magnitude);
//if (_characterRigidbody.velocity.x != 0f || _characterRigidbody.velocity.z != 0f)
//Debug.Log("character speed x: " + _characterRigidbody.velocity.x + "character speed z:" + _characterRigidbody.velocity.z);
Vector3 downVector = transform.TransformDirection(Vector3.down);
_characterRigidbody.drag = _characterDrag;
switch (_hoverForceMode)
switch (_characterStateMachine.characterState)
{
case ForceModes.force:
_characterRigidbody.AddForce(_characterHover.hoverForce * downVector, ForceMode.Force);
case CharacterStateMachine.CharacterStates.Grounded:
_characterRigidbody.drag = _characterDrag;
break;
case ForceModes.acceleration:
_characterRigidbody.AddForce(_characterHover.hoverForce * downVector, ForceMode.Acceleration);
break;
case ForceModes.impulse:
_characterRigidbody.AddForce(_characterHover.hoverForce * downVector, ForceMode.Impulse);
break;
case ForceModes.velocityChange:
_characterRigidbody.AddForce(_characterHover.hoverForce * downVector, ForceMode.VelocityChange);
default:
_characterRigidbody.drag = 0;
break;
}
_characterRigidbody.AddForce(_characterHover.hoverForces * downVector, ForceMode.VelocityChange);
switch (moveType)
{
@ -95,38 +103,44 @@ namespace TTTSC.Player.Character.Controller.Alive
break;
}
}
private void VelocityChangeMover()
{
Vector3 move = _characterConfig.moveSpeed * _moveDirection.x * Time.deltaTime * transform.right + _characterRigidbody.velocity.y * transform.up + _characterConfig.moveSpeed * _moveDirection.z * Time.deltaTime * transform.forward;
if(move != Vector3.zero)
Debug.Log(move);
_characterRigidbody.velocity = move;
Vector3 movement = _characterMovementConfig.moveSpeed * _moveDirection.x * Time.deltaTime * transform.right + _characterRigidbody.velocity.y * transform.up + _characterMovementConfig.moveSpeed * _moveDirection.z * Time.deltaTime * transform.forward;
_characterRigidbody.velocity = movement;
}
private void AddForceMover()
{
float desieredSpeed;
Vector3 movement = _characterMovementConfig.moveSpeed * _moveDirection.x * Time.deltaTime * transform.right + _characterMovementConfig.moveSpeed * _moveDirection.z * Time.deltaTime * transform.forward;
if (_characterStateMachine.characterState == CharacterStateMachine.CharacterStates.Grounded)
switch (_moveForceMode)
{
case ForceModes.force:
_characterRigidbody.AddForce(movement, ForceMode.Force);
break;
case ForceModes.acceleration:
_characterRigidbody.AddForce(movement, ForceMode.Acceleration);
break;
case ForceModes.impulse:
_characterRigidbody.AddForce(movement.normalized, ForceMode.Impulse);
break;
case ForceModes.velocityChange:
_characterRigidbody.AddForce(movement, ForceMode.VelocityChange);
break;
}
}
private void Walk()
{
/*
switch (_moveForceMode)
{
case ForceModes.force:
_characterRigidbody.AddForce(movement, ForceMode.Force);
break;
case ForceModes.acceleration:
_characterRigidbody.AddForce(movement, ForceMode.Acceleration);
break;
case ForceModes.impulse:
_characterRigidbody.AddForce(movement, ForceMode.Impulse);
break;
case ForceModes.velocityChange:
_characterRigidbody.AddForce(movement, ForceMode.VelocityChange);
break;
}*/
}
}
}

View file

@ -1,53 +0,0 @@
using UnityEngine;
namespace TTTSC.Player.Character.Controller.Misc
{
public class GroundCheck : MonoBehaviour
{
[SerializeField]
private Color _gizmoColor;
[SerializeField]
private Vector3 _groundCheckPosition;
[SerializeField]
private float _groundCheckRadius;
[SerializeField]
LayerMask _enviormentLayer;
private Collider[] enviormentDetected;
private void OnDrawGizmos()
{
Gizmos.color = _gizmoColor;
if (GetComponent<CharacterStateMachine>().movementType == CharacterStateMachine.MovementType.Crouch)
{
Gizmos.DrawSphere(gameObject.transform.position + _groundCheckPosition/2f, _groundCheckRadius);
}
else
{
Gizmos.DrawSphere(gameObject.transform.position + _groundCheckPosition, _groundCheckRadius);
}
}
void FixedUpdate()
{
if(GetComponent<CharacterStateMachine>().movementType == CharacterStateMachine.MovementType.Crouch)
{
enviormentDetected = Physics.OverlapSphere(gameObject.transform.position + _groundCheckPosition/2f, _groundCheckRadius, _enviormentLayer, QueryTriggerInteraction.Ignore);
}
else
{
enviormentDetected = Physics.OverlapSphere(gameObject.transform.position + _groundCheckPosition, _groundCheckRadius, _enviormentLayer, QueryTriggerInteraction.Ignore);
}
if (enviormentDetected.Length <= 0)
{
GetComponent<CharacterStateMachine>().characterState = CharacterStateMachine.CharacterState.InAir;
}
else
{
GetComponent<CharacterStateMachine>().characterState = CharacterStateMachine.CharacterState.OnGround;
}
}
}
}

View file

@ -4,8 +4,8 @@ namespace TTTSC.Player.Character.Controller
{
public class CharacterStateMachine : MonoBehaviour
{
public CharacterState characterState;
public MovementType movementType;
public CharacterStates characterState;
public MovementModes movementType;
public bool ceilingDetected;
public bool eligibleForStep;
[Header("Ladder bools")]
@ -19,14 +19,16 @@ namespace TTTSC.Player.Character.Controller
public Transform topLadder;
[HideInInspector]
public Transform bottomLadder;
public enum CharacterState
//Grounded and InAir is currently set by CharacterHover script
public enum CharacterStates
{
OnGround,
Grounded,
InAir,
InWater
}
public enum MovementType
public enum MovementModes
{
Walk,
Run,

View file

@ -139,12 +139,12 @@ namespace TTTSC.Player.Character.Controller
},
{
""name"": ""Look"",
""type"": ""PassThrough"",
""type"": ""Value"",
""id"": ""bf60ade9-f32c-42bc-a5a2-963c35d51b10"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
""initialStateCheck"": true
}
],
""bindings"": [

View file

@ -5,7 +5,6 @@ using UnityEngine.InputSystem;
namespace TTTSC.Player.Character.Controller
{
[RequireComponent(typeof(CharacterStateMachine))]
[RequireComponent(typeof (CharacterMovementConfig))]
public class PlayerInputReceiver : MonoBehaviour
{
private float _lookX, _lookY;

8
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