playerMovement
unknown
csharp
9 months ago
7.5 kB
3
Indexable
using UnityEngine;
public class PlayerMovementAdvanced : MonoBehaviour
{
[Header("Movement")]
private float moveSpeed;
public float walkSpeed;
public float sprintSpeed;
public float groundDrag;
public float wallrunSpeed;
public float staminaRegenRate;
public float maxStaminaTime;
public float currentStaminaTime;
public bool staminaEmpty = false;
private bool mustReleaseSprint = false;
[Header("Jumping")]
public float jumpForce;
public float jumpCooldown;
public float airMultiplier;
bool readyToJump;
[Header("Crouching")]
public float crouchSpeed;
public float crouchYScale;
private float startYScale;
[Header("Keybinds")]
public KeyCode jumpKey = KeyCode.Space;
public KeyCode sprintKey = KeyCode.LeftShift;
public KeyCode crouchKey = KeyCode.LeftControl;
[Header("Ground Check")]
public float playerHeight;
public LayerMask whatIsGround;
public bool grounded;
[Header("Slope Handling")]
public float maxSlopeAngle;
private RaycastHit slopeHit;
private bool exitingSlope;
public Transform orientation;
float horizontalInput;
float verticalInput;
Vector3 moveDirection;
Rigidbody rb;
public MovementState state;
public enum MovementState
{
walking,
sprinting,
wallrunning,
crouching,
air
}
public bool wallrunning;
private void Start()
{
rb = GetComponent<Rigidbody>();
rb.freezeRotation = true;
readyToJump = true;
startYScale = transform.localScale.y;
currentStaminaTime = maxStaminaTime;
}
private void Update()
{
// ground check
grounded = Physics.Raycast(transform.position, Vector3.down, playerHeight * 0.5f + 0.2f, whatIsGround);
MyInput();
SpeedControl();
StateHandler();
sprintReleaseCheck();
// handle drag
if (grounded)
rb.linearDamping = groundDrag;
else
rb.linearDamping = 0;
}
private void FixedUpdate()
{
MovePlayer();
}
private void MyInput()
{
horizontalInput = Input.GetAxisRaw("Horizontal");
verticalInput = Input.GetAxisRaw("Vertical");
// when to jump
if (Input.GetKey(jumpKey) && readyToJump && grounded)
{
readyToJump = false;
Jump();
Invoke(nameof(ResetJump), jumpCooldown);
}
// start crouch
if (Input.GetKeyDown(crouchKey))
{
transform.localScale = new Vector3(transform.localScale.x, crouchYScale, transform.localScale.z);
rb.AddForce(Vector3.down * 5f, ForceMode.Impulse);
}
// stop crouch
if (Input.GetKeyUp(crouchKey))
{
transform.localScale = new Vector3(transform.localScale.x, startYScale, transform.localScale.z);
}
}
private void StateHandler()
{
// Mode - Wall Running
if (wallrunning)
{
state = MovementState.wallrunning;
moveSpeed = wallrunSpeed;
}
// Mode - Crouching
else if (Input.GetKey(crouchKey))
{
state = MovementState.crouching;
moveSpeed = crouchSpeed;
}
// Mode - Sprinting
else if (grounded && Input.GetKey(sprintKey) && currentStaminaTime > 0f && !staminaEmpty && !mustReleaseSprint)
{
state = MovementState.sprinting;
moveSpeed = sprintSpeed;
// Reduce stamina while sprinting
currentStaminaTime -= Time.deltaTime;
// Ensure stamina doesn't go below 0
if (currentStaminaTime < 0)
{
currentStaminaTime = 0;
staminaEmpty = true;
mustReleaseSprint = true;
}
}
// Mode - Walking
else if (grounded)
{
state = MovementState.walking;
moveSpeed = walkSpeed;
// Gradual stamina regeneration when NOT sprinting
if (currentStaminaTime < maxStaminaTime)
{
currentStaminaTime += Time.deltaTime * staminaRegenRate;
if (currentStaminaTime > maxStaminaTime)
{
currentStaminaTime = maxStaminaTime;
staminaEmpty = false;
}
// Ensure it doesn't exceed max
}
}
// Mode - Air
else
{
state = MovementState.air;
}
print("Current State: " + state + " | Stamina: " + currentStaminaTime);
}
private void sprintReleaseCheck()
{
if (Input.GetKeyUp(sprintKey))
{
mustReleaseSprint = false;
}
}
private void MovePlayer()
{
// calculate movement direction
moveDirection = orientation.forward * verticalInput + orientation.right * horizontalInput;
// on slope
if (OnSlope() && !exitingSlope)
{
rb.AddForce(GetSlopeMoveDirection() * moveSpeed * 20f, ForceMode.Force);
if (rb.linearVelocity.y > 0)
rb.AddForce(Vector3.down * 80f, ForceMode.Force);
}
// on ground
else if (grounded)
rb.AddForce(moveDirection.normalized * moveSpeed * 10f, ForceMode.Force);
// in air
else if (!grounded)
rb.AddForce(moveDirection.normalized * moveSpeed * 10f * airMultiplier, ForceMode.Force);
// turn gravity off while on slope
if (!wallrunning) rb.useGravity = !OnSlope();
}
private void SpeedControl()
{
// limiting speed on slope
if (OnSlope() && !exitingSlope)
{
if (rb.linearVelocity.magnitude > moveSpeed)
rb.linearVelocity = rb.linearVelocity.normalized * moveSpeed;
}
// limiting speed on ground or in air
else
{
Vector3 flatVel = new Vector3(rb.linearVelocity.x, 0f, rb.linearVelocity.z);
// limit velocity if needed
if (flatVel.magnitude > moveSpeed)
{
Vector3 limitedVel = flatVel.normalized * moveSpeed;
rb.linearVelocity = new Vector3(limitedVel.x, rb.linearVelocity.y, limitedVel.z);
}
}
}
private void Jump()
{
exitingSlope = true;
// reset y velocity
rb.linearVelocity = new Vector3(rb.linearVelocity.x, 0f, rb.linearVelocity.z);
rb.AddForce(transform.up * jumpForce, ForceMode.Impulse);
}
private void ResetJump()
{
readyToJump = true;
exitingSlope = false;
}
private bool OnSlope()
{
if (Physics.Raycast(transform.position, Vector3.down, out slopeHit, playerHeight * 0.5f + 0.3f))
{
float angle = Vector3.Angle(Vector3.up, slopeHit.normal);
return angle < maxSlopeAngle && angle != 0;
}
return false;
}
private Vector3 GetSlopeMoveDirection()
{
return Vector3.ProjectOnPlane(moveDirection, slopeHit.normal).normalized;
}
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