trouble-in-terror-town/Assets/Scripts/Player/Character/Controller/Alive/CharacterMover.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

241 lines
8.4 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 float _inAirCounterForce, _moveCounterForce;
[SerializeField]
private bool _autoB_Hop;
[SerializeField]
private ForceModes _hoverForceMode, _moveForceMode;
[SerializeField]
private float _characterDrag;
private float _jumpStageValue;
private bool _jumpInputHeld;
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;
_playerInputReceiver.JumpInputEvent += JumpInput;
}
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);
}
//Remember to change jumpPower from 0 to some other number that preferably is in the positives and not negatives
private void JumpInput(bool performed, float stageValue)
{
_jumpInputHeld = performed;
_jumpStageValue = stageValue;
}
#endregion
enum ForceModes
{
force,
acceleration,
impulse,
velocityChange
}
private void FixedUpdate()
{
Vector3 downVector = transform.TransformDirection(Vector3.down);
Drag();
switch (_characterStateMachine.characterState)
{
case CharacterStateMachine.CharacterStates.Grounded:
if (_characterStateMachine.movementStates == CharacterStateMachine.MovementStates.Idle)
{
_characterDrag = _characterMovementConfig.idleDrag;
}
else
{
_characterDrag = _characterMovementConfig.moveDrag;
}
Move();
Jump();
break;
case CharacterStateMachine.CharacterStates.InAir:
_characterDrag = _characterMovementConfig.inAirDrag;
InAirMove();
break;
}
_characterRigidbody.AddForce(_characterHover.hoverForce * 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.airControlForce;
Vector3 counterForce = -movement.normalized * _inAirCounterForce;
if (_characterStateMachine.movementStates == CharacterStateMachine.MovementStates.Walking)
{
_characterRigidbody.AddForce(normalizedMovement, ForceMode.VelocityChange);
_characterRigidbody.AddForce(counterForce, ForceMode.VelocityChange);
}
}
private void Jump()
{
switch (_autoB_Hop)
{
case true:
if (_jumpInputHeld && _characterStateMachine.movementStates != CharacterStateMachine.MovementStates.Crouching)
{
_characterRigidbody.velocity = new Vector3(_characterRigidbody.velocity.x, 0f, _characterRigidbody.velocity.z);
_characterRigidbody.AddForce(_characterMovementConfig.jumpForce * transform.up, ForceMode.VelocityChange);
}
break;
case false:
if (_jumpStageValue == 1 && _characterStateMachine.movementStates != CharacterStateMachine.MovementStates.Crouching)
{
_characterRigidbody.velocity = new Vector3(_characterRigidbody.velocity.x, 0f, _characterRigidbody.velocity.z);
_characterRigidbody.AddForce(_characterMovementConfig.jumpForce * transform.up, ForceMode.VelocityChange);
}
break;
}
}
private void Walking()
{
Vector3 movement = _moveDirection.x * Time.deltaTime * transform.right + _moveDirection.y * Time.deltaTime * transform.forward;
Vector3 normalizedMovement = movement.normalized * _characterMovementConfig.moveForce;
Vector3 counterForce = -movement.normalized * _characterMovementConfig.moveCounterForce;
_characterRigidbody.AddForce(normalizedMovement, ForceMode.VelocityChange);
//_characterRigidbody.AddForce(counterForce, ForceMode.VelocityChange);
}
private void Crouching()
{
//bool switched;
Vector3 movement = _moveDirection.x * Time.deltaTime * transform.right + _moveDirection.y * Time.deltaTime * transform.forward;
Vector3 normalizedMovement = movement.normalized * _characterMovementConfig.crouchMoveForce;
Vector3 counterForce = -movement.normalized * _characterMovementConfig.crouchMoveCounterForce;
/*(switch (switched)
{
case false:
_characterRigidbody.AddForce(_characterRigidbody.velocity, ForceMode.VelocityChange);
switched = true;
break;
}*/
_characterRigidbody.AddForce(normalizedMovement, ForceMode.VelocityChange);
//_characterRigidbody.AddForce(counterForce, ForceMode.VelocityChange);
}
private void Sprinting()
{
Vector3 movement = _moveDirection.x * Time.deltaTime * transform.right + _moveDirection.y * Time.deltaTime * transform.forward;
Vector3 normalizedMovement = movement.normalized * _characterMovementConfig.sprintMoveForce;
Vector3 counterForce = -movement.normalized *_characterMovementConfig.sprintMoveCounterForce;
_characterRigidbody.AddForce(normalizedMovement, ForceMode.VelocityChange);
//_characterRigidbody.AddForce(counterForce, ForceMode.VelocityChange);
}
}
}