I updated engine to 2021.3.1f1 LTS and got AddForce movement properly (I like it), next up is springing, crouching, jumping and .... ladders
101 lines
3.3 KiB
C#
101 lines
3.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace TTTSC.Player.Character.Controller
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{
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public class CharacterHover : MonoBehaviour
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{
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[SerializeField]
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private CharacterReffrenceHub characterReffrenceHub;
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private CharacterMovementConfig _characterMovementConfig;
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private CharacterStateMachine _characterStateMachine;
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[SerializeField]
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private Transform _groundCheckOrigins;
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[SerializeField]
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float _groundCheckLength;
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[SerializeField]
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LayerMask _layerMask;
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public float hoverHight;
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[SerializeField]
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float _hoverStrenght, _hoverDampening;
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public float hoverForces { get; private set; }
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RaycastHit _hoverRayHits;
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bool _rayStatuses;
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private void OnDrawGizmos()
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{
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Gizmos.DrawLine(_groundCheckOrigins.transform.position, _groundCheckOrigins.transform.position + Vector3.down * _groundCheckLength);
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switch (_rayStatuses)
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{
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case true:
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Gizmos.color = Color.green;
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break;
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case false:
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Gizmos.color = Color.red;
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break;
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}
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}
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private void Awake()
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{
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_characterMovementConfig = characterReffrenceHub.characterMovementConfig;
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_characterStateMachine = characterReffrenceHub.characterStateMachine;
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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Vector3 downVector = transform.TransformDirection(Vector3.down);
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Vector3 characterVelocity = _characterMovementConfig.characterRigidbody.velocity;
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_rayStatuses = Physics.Raycast(_groundCheckOrigins.position, downVector, out _hoverRayHits, _groundCheckLength, _layerMask);
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switch (_rayStatuses)
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{
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case true:
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Vector3 otherObjectVelocity = Vector3.zero;
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_characterStateMachine.characterState = CharacterStateMachine.CharacterStates.Grounded;
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Rigidbody otherRigidbody = _hoverRayHits.rigidbody;
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if (otherRigidbody != null)
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{
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otherObjectVelocity = otherRigidbody.velocity;
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}
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float characterDirectionalVelocity = Vector3.Dot(downVector, characterVelocity);
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float otherObjectDirectionalVelocity = Vector3.Dot(downVector, otherObjectVelocity);
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float realVelocity = characterDirectionalVelocity - otherObjectDirectionalVelocity;
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float characterHightDiffrence = _hoverRayHits.distance - hoverHight;
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hoverForces = (characterHightDiffrence * _hoverStrenght) - (realVelocity * _hoverDampening) * Time.deltaTime;
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//Debug.Log("ray number " + ray + " found ground " + characterHightDiffrence);
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break;
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case false:
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_characterStateMachine.characterState = CharacterStateMachine.CharacterStates.InAir;
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hoverForces = 0;
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//Debug.Log("ray number " + ray + " did not found ground");
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break;
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}
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}
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}
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}
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