trouble-in-terror-town/Assets/Scripts/Player/Character/Controller/Alive/CharacterMover.cs
Mikolaj 4c2e23615d Added crouching and sprinting
added crouching and sprinting that works but I might change how crouching is done later, but for now it's god enough
2022-04-27 00:14:35 +02:00

168 lines
5.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TTTSC.Player.Character.Controller.Alive
{
public class CharacterMover : MonoBehaviour
{
[SerializeField]
private CharacterReffrenceHub _ReffrenceHub;
private PlayerStateMachine _playerStateMachine;
private PlayerStateEnforcer _playerStateEnforcer;
private CharacterStateMachine _characterStateMachine;
private CharacterMovementConfig _characterMovementConfig;
private CharacterHover _characterHover;
private PlayerInputReceiver _playerInputReceiver;
private Rigidbody _characterRigidbody;
[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 = _characterMovementConfig.characterRigidbody;
}
#region Input event listeners
private void MoveInput(Vector2 moveDirection, bool performing)
{
_performingMoveInput = performing;
_moveDirection = new Vector2(moveDirection.x, moveDirection.y);
}
#endregion
enum ForceModes
{
force,
acceleration,
impulse,
velocityChange
}
private void FixedUpdate()
{
Vector3 downVector = transform.TransformDirection(Vector3.down);
Drag();
switch (_characterStateMachine.characterState)
{
case CharacterStateMachine.CharacterStates.Grounded:
_characterDrag = 10;
Move();
break;
case CharacterStateMachine.CharacterStates.InAir:
_characterDrag = 0;
InAirMove();
break;
}
_characterRigidbody.AddForce(_characterHover.hoverForces * downVector, ForceMode.VelocityChange);
}
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 Move()
{
switch (_characterStateMachine.movementStates)
{
case CharacterStateMachine.MovementStates.Walking:
Walking();
break;
case CharacterStateMachine.MovementStates.Crouching:
Crouching();
break;
case CharacterStateMachine.MovementStates.Sprinting:
Sprinting();
break;
}
}
private void InAirMove()
{
Vector3 movement = _moveDirection.x * Time.deltaTime * transform.right + _moveDirection.y * Time.deltaTime * transform.forward;
Vector3 normalizedMovement = movement.normalized * _characterMovementConfig.airControlStrength;
if (_characterStateMachine.movementStates == CharacterStateMachine.MovementStates.Walking)
{
_characterRigidbody.AddForce(normalizedMovement, ForceMode.Impulse);
}
}
private void Jump()
{
}
private void Walking()
{
Vector3 movement = _moveDirection.x * Time.deltaTime * transform.right + _moveDirection.y * Time.deltaTime * transform.forward;
Vector3 normalizedMovement = movement.normalized * _characterMovementConfig.moveSpeed;
_characterRigidbody.AddForce(normalizedMovement, ForceMode.Impulse);
}
private void Crouching()
{
Vector3 movement = _moveDirection.x * Time.deltaTime * transform.right + _moveDirection.y * Time.deltaTime * transform.forward;
Vector3 normalizedMovement = movement.normalized * _characterMovementConfig.moveSpeed / _characterMovementConfig.crouchSpeedDecrease;
_characterRigidbody.AddForce(normalizedMovement, ForceMode.Impulse);
}
private void Sprinting()
{
Vector3 movement = _moveDirection.x * Time.deltaTime * transform.right + _moveDirection.y * Time.deltaTime * transform.forward;
Vector3 normalizedMovement = movement.normalized * _characterMovementConfig.moveSpeed * _characterMovementConfig.sprintSpeedIncrease;
_characterRigidbody.AddForce(normalizedMovement, ForceMode.Impulse);
}
}
}