added crouching and sprinting that works but I might change how crouching is done later, but for now it's god enough
168 lines
5.3 KiB
C#
168 lines
5.3 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.Alive
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{
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public class CharacterMover : MonoBehaviour
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{
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[SerializeField]
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private CharacterReffrenceHub _ReffrenceHub;
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private PlayerStateMachine _playerStateMachine;
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private PlayerStateEnforcer _playerStateEnforcer;
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private CharacterStateMachine _characterStateMachine;
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private CharacterMovementConfig _characterMovementConfig;
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private CharacterHover _characterHover;
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private PlayerInputReceiver _playerInputReceiver;
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private Rigidbody _characterRigidbody;
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[SerializeField]
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private ForceModes _hoverForceMode, _moveForceMode;
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[SerializeField]
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private float _characterDrag;
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private bool _performingMoveInput;
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private Vector3 _moveDirection;
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private void Awake()
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{
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_playerStateMachine = _ReffrenceHub.playerStateMachine;
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_playerStateEnforcer = _ReffrenceHub.playerStateEnforcrer;
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_characterStateMachine = _ReffrenceHub.characterStateMachine;
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_characterMovementConfig = _ReffrenceHub.characterMovementConfig;
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_characterHover = _ReffrenceHub.characterHover;
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_playerInputReceiver = _ReffrenceHub.playerInputReceiver;
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_playerInputReceiver.MoveInputEvent += MoveInput;
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}
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void Start()
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{
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_characterRigidbody = _characterMovementConfig.characterRigidbody;
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}
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#region Input event listeners
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private void MoveInput(Vector2 moveDirection, bool performing)
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{
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_performingMoveInput = performing;
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_moveDirection = new Vector2(moveDirection.x, moveDirection.y);
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}
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#endregion
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enum ForceModes
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{
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force,
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acceleration,
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impulse,
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velocityChange
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}
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private void FixedUpdate()
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{
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Vector3 downVector = transform.TransformDirection(Vector3.down);
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Drag();
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switch (_characterStateMachine.characterState)
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{
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case CharacterStateMachine.CharacterStates.Grounded:
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_characterDrag = 10;
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Move();
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break;
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case CharacterStateMachine.CharacterStates.InAir:
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_characterDrag = 0;
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InAirMove();
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break;
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}
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_characterRigidbody.AddForce(_characterHover.hoverForces * downVector, ForceMode.VelocityChange);
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}
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private void Drag()
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{
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float multiplier = 1.0f - _characterDrag * Time.fixedDeltaTime;
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if (multiplier < 0.0f) multiplier = 0.0f;
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Vector3 newVelocity = new(_characterRigidbody.velocity.x * multiplier, _characterRigidbody.velocity.y, multiplier * _characterRigidbody.velocity.z);
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_characterRigidbody.velocity = newVelocity;
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}
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private void Move()
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{
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switch (_characterStateMachine.movementStates)
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{
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case CharacterStateMachine.MovementStates.Walking:
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Walking();
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break;
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case CharacterStateMachine.MovementStates.Crouching:
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Crouching();
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break;
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case CharacterStateMachine.MovementStates.Sprinting:
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Sprinting();
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break;
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}
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}
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private void InAirMove()
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{
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Vector3 movement = _moveDirection.x * Time.deltaTime * transform.right + _moveDirection.y * Time.deltaTime * transform.forward;
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Vector3 normalizedMovement = movement.normalized * _characterMovementConfig.airControlStrength;
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if (_characterStateMachine.movementStates == CharacterStateMachine.MovementStates.Walking)
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{
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_characterRigidbody.AddForce(normalizedMovement, ForceMode.Impulse);
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}
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}
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private void Jump()
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{
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}
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private void Walking()
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{
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Vector3 movement = _moveDirection.x * Time.deltaTime * transform.right + _moveDirection.y * Time.deltaTime * transform.forward;
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Vector3 normalizedMovement = movement.normalized * _characterMovementConfig.moveSpeed;
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_characterRigidbody.AddForce(normalizedMovement, ForceMode.Impulse);
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}
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private void Crouching()
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{
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Vector3 movement = _moveDirection.x * Time.deltaTime * transform.right + _moveDirection.y * Time.deltaTime * transform.forward;
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Vector3 normalizedMovement = movement.normalized * _characterMovementConfig.moveSpeed / _characterMovementConfig.crouchSpeedDecrease;
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_characterRigidbody.AddForce(normalizedMovement, ForceMode.Impulse);
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}
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private void Sprinting()
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{
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Vector3 movement = _moveDirection.x * Time.deltaTime * transform.right + _moveDirection.y * Time.deltaTime * transform.forward;
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Vector3 normalizedMovement = movement.normalized * _characterMovementConfig.moveSpeed * _characterMovementConfig.sprintSpeedIncrease;
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_characterRigidbody.AddForce(normalizedMovement, ForceMode.Impulse);
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}
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}
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}
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