trouble-in-terror-town/Assets/Scripts/Player/Character/Controller/Alive/CharacterHover.cs
Mikolaj d9f869fbd4 Finished basic character controller
I have finished basic features of character controller and polished it quite a bit but there is a pair of missing features:
walking up ladders,
swiming
2022-05-03 07:05:29 +02:00

116 lines
4.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TTTSC.Player.Character.Controller
{
public class CharacterHover : MonoBehaviour
{
[SerializeField]
float _capsuleCastHight, _capsuleCastRadius;
Vector3 _downVector;
[SerializeField]
private CharacterReffrenceHub characterReffrenceHub;
private CharacterMovementConfig _characterMovementConfig;
private CharacterStateMachine _characterStateMachine;
[SerializeField]
private Transform _groundCheckOrigin;
[SerializeField]
LayerMask _layerMask;
public float hoverForce { get; private set; }
public float currentHoverHight;
RaycastHit _hoverRayHit;
[SerializeField]
Mesh _capsuleMesh;
bool _rayStatus;
private void OnDrawGizmos()
{
_characterMovementConfig = characterReffrenceHub.characterMovementConfig;
switch (_rayStatus)
{
case true:
Gizmos.color = Color.green;
break;
case false:
Gizmos.color = Color.red;
break;
}
Gizmos.DrawMesh(_capsuleMesh, new Vector3(_groundCheckOrigin.position.x, (_groundCheckOrigin.position.y - _capsuleCastHight) - _hoverRayHit.distance, _groundCheckOrigin.position.z), Quaternion.identity,new Vector3(_capsuleCastRadius * 2,_capsuleCastHight / 2,_capsuleCastRadius * 2));
//Gizmos.DrawSphere(new Vector3(_groundCheckOrigin.position.x, (_capsuleCastHight / 2) + _groundCheckOrigin.position.y , _groundCheckOrigin.position.z), 0.5f);
//Gizmos.DrawSphere(new Vector3(_groundCheckOrigin.position.x, (-_capsuleCastHight / 2) + _groundCheckOrigin.position.y, _groundCheckOrigin.position.z), 0.5f);
Gizmos.DrawLine(_groundCheckOrigin.transform.position, _groundCheckOrigin.transform.position + _downVector * _characterMovementConfig.groundCheckLength);
}
private void Awake()
{
_characterMovementConfig = characterReffrenceHub.characterMovementConfig;
_characterStateMachine = characterReffrenceHub.characterStateMachine;
}
// Update is called once per frame
void FixedUpdate()
{
_downVector = transform.TransformDirection(Vector3.down);
Vector3 characterVelocity = _characterMovementConfig.characterRigidbody.velocity;
_rayStatus = Physics.CapsuleCast(new Vector3(_groundCheckOrigin.position.x, (_capsuleCastHight / 2) + _groundCheckOrigin.position.y, _groundCheckOrigin.position.z),
new Vector3(_groundCheckOrigin.position.x, (-_capsuleCastHight / 2) + _groundCheckOrigin.position.y, _groundCheckOrigin.position.z), _capsuleCastRadius,_downVector, out _hoverRayHit, _characterMovementConfig.groundCheckLength, _layerMask);
switch (_rayStatus)
{
case true:
Vector3 otherObjectVelocity = Vector3.zero;
_characterStateMachine.characterState = CharacterStateMachine.CharacterStates.Grounded;
Rigidbody otherRigidbody = _hoverRayHit.rigidbody;
if (otherRigidbody != null)
{
otherObjectVelocity = otherRigidbody.velocity;
}
float characterDirectionalVelocity = Vector3.Dot(_downVector, characterVelocity);
float otherObjectDirectionalVelocity = Vector3.Dot(_downVector, otherObjectVelocity);
float realVelocity = characterDirectionalVelocity - otherObjectDirectionalVelocity;
float characterHightDiffrence = _hoverRayHit.distance - currentHoverHight;
hoverForce = (characterHightDiffrence * _characterMovementConfig.hoverStrenght) - (realVelocity * _characterMovementConfig.hoverDampening) * Time.deltaTime;
//Debug.Log("ray number " + ray + " found ground " + characterHightDiffrence);
break;
case false:
_characterStateMachine.characterState = CharacterStateMachine.CharacterStates.InAir;
hoverForce = 0;
//Debug.Log("ray number " + ray + " did not found ground");
break;
}
}
}
}