projectEli/Assets/Scripts/FirstPersonController.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using SimpleInventorySystem;
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public class FirstPersonController : MonoBehaviour
{
public InventorySystem inventorySystem; // Reference to the InventorySystem script
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// Start is called before the first frame update
public bool CanMove { get; private set; } = true;
private bool IsSprinting => canSprint && Input.GetKey(sprintKey);
private bool ShouldJump => Input.GetKeyDown(jumpKey) && characterController.isGrounded;
private bool ShouldCrouch => Input.GetKeyDown(crouchKey) && !duringCrouchAnimation && characterController.isGrounded;
[Header("Functional Options")]
[SerializeField] private bool canSprint = true;
[SerializeField] private bool canJump = true;
[SerializeField] private bool canCrouch = true;
[SerializeField] private bool canUseHeadbob = true;
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[SerializeField] private bool canLean = true;
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[Header("Controls")]
[SerializeField] private KeyCode sprintKey = KeyCode.LeftShift;
[SerializeField] private KeyCode jumpKey = KeyCode.Space;
[SerializeField] private KeyCode crouchKey = KeyCode.C;
[Header("Movement Parameters")]
[SerializeField] private float minWalkSpeed = 1.0f;
[SerializeField] private float maxWalkSpeed = 5.0f;
[SerializeField] private float walkSpeedInterval = 0.5f;
private float currentWalkSpeed;
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[SerializeField] private float walkSpeed = 3.0f;
[SerializeField] private float sprintSpeed = 6.0f;
[SerializeField] private float crouchSpeed = 1.5f;
[Header("Look Parameters")]
[SerializeField, Range(1, 10)] private float lookSpeedX = 2.0f;
[SerializeField, Range(1, 10)] private float lookSpeedY = 2.0f;
[SerializeField, Range(1, 180)] private float upperLookLimit = 80.0f;
[SerializeField, Range(1, 180)] private float lowerLookLimit = 80.0f;
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[Header("Leaning Parameters")]
[SerializeField] private bool toggleLeaning = false; // Toggle mode
[SerializeField] private KeyCode leanLeftKey = KeyCode.Q;
[SerializeField] private KeyCode leanRightKey = KeyCode.E;
[SerializeField, Range(1, 45)] private float maxLeaningAngle = 15.0f;
private float currentLeaningAngle;
private bool isLeaningLeft;
private bool isLeaningRight;
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[Header("Jumping Parameters")]
[SerializeField] private float jumpForce = 8.0f;
[SerializeField] private float gravity = 30.0f;
[Header("Crouch Parameters")]
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[SerializeField] private float crouchHeightInterval = 0.1f;
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[SerializeField] private float crouchHeight = 0.5f;
[SerializeField] private float standingHeight = 2.0f;
[SerializeField] private float timeToCrouch = 0.25f;
[SerializeField] private Vector3 crouchingCenter = new Vector3(0, 0.5f, 0);
[SerializeField] private Vector3 standingCenter = new Vector3(0, 0, 0);
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private bool isCrouching;
private bool duringCrouchAnimation;
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private float targetCrouchHeight; // The target crouch height to apply when "C" key is released
private float tempCrouchHeight; // The temporary crouch height while "C" key is held
private float currentCrouchHeight;
private float minCrouchHeight = 0.5f; // Minimum crouch height
private bool isCrouchKeyHeld;
private bool crouchHeightAdjustmentEnabled; // Flag to enable crouch height adjustment
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[Header("Headbob Parameters")]
[SerializeField] private float walkBobSpeed = 14f;
[SerializeField] private float walkBobAmount = 0.05f;
[SerializeField] private float sprintBobSpeed = 18f;
[SerializeField] private float sprintBobAmount = 0.1f;
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[SerializeField] private float crouchBobSpeed = 8f;
[SerializeField] private float crouchBobAmount = 0.025f;
private float defaultYPos = 0;
private float timer;
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private Camera playerCamera;
private CharacterController characterController;
private Vector3 moveDirection;
private Vector2 currentInput;
private float rotationX = 0;
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void Awake()
{
playerCamera = GetComponentInChildren<Camera>();
characterController = GetComponent<CharacterController>();
defaultYPos = playerCamera.transform.localPosition.y;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
currentWalkSpeed = walkSpeed;
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currentCrouchHeight = crouchHeight;
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}
// Update is called once per frame
void Update()
{
// Check if the inventory UI is open
bool isInventoryUIOpen = inventorySystem.IsUsingInventoryMenuUI();
if (isInventoryUIOpen)
{
// The inventory UI is open, disable movement
CanMove = false;
}
else
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{
// The inventory UI is closed, enable movement
CanMove = true;
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HandleMovementInput();
HandleMouseLook();
HandleSpeedChange();
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HandleCrouchAdjustment();
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if (canJump)
HandleJump();
if (canCrouch)
HandleCrouch();
if (canUseHeadbob)
HandleHeadbob();
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if (canLean)
HandleLeaning(); // Added the HandleLeaning method call here.
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ApplyFinalMovements();
}
}
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private void HandleMovementInput()
{
currentInput = new Vector2((isCrouching ? crouchSpeed : IsSprinting ? sprintSpeed : walkSpeed) * Input.GetAxis("Vertical"), (isCrouching ? crouchSpeed : IsSprinting ? sprintSpeed : walkSpeed) * Input.GetAxis("Horizontal"));
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float moveDirectionY = moveDirection.y;
moveDirection = (transform.TransformDirection(Vector3.forward) * currentInput.x) + (transform.TransformDirection(Vector3.right) * currentInput.y);
moveDirection.y = moveDirectionY;
}
private void HandleJump()
{
if (ShouldJump)
moveDirection.y = jumpForce;
}
private void HandleCrouch()
{
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if (Input.GetKeyDown(crouchKey) && !duringCrouchAnimation && characterController.isGrounded)
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{
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isCrouchKeyHeld = true;
tempCrouchHeight = currentCrouchHeight;
crouchHeightAdjustmentEnabled = true; // Enable crouch height adjustment
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}
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if (Input.GetKeyUp(crouchKey) && isCrouchKeyHeld)
{
// "C" key is released, apply the new crouch height
targetCrouchHeight = tempCrouchHeight;
isCrouchKeyHeld = false;
StartCoroutine(CrouchStand());
}
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}
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private void HandleCrouchAdjustment()
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{
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// Adjust the crouch height based on the scroll wheel input
float scroll = Input.GetAxis("Mouse ScrollWheel");
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if (scroll > 0)
{
// Increase temporary crouch height if within the maximum limit
if (tempCrouchHeight < standingHeight)
{
tempCrouchHeight += crouchHeightInterval;
}
}
else if (scroll < 0)
{
// Decrease temporary crouch height if within the minimum limit
if (tempCrouchHeight > minCrouchHeight)
{
tempCrouchHeight -= crouchHeightInterval;
}
}
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// Update the actual crouch height with the temporary crouch height
crouchHeight = tempCrouchHeight;
}
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private IEnumerator CrouchStand()
{
if (isCrouching && Physics.Raycast(playerCamera.transform.position, Vector3.up, 1f))
yield break;
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duringCrouchAnimation = true;
float timeElapsed = 0;
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float targetHeight = isCrouching ? standingHeight : currentCrouchHeight; // Use currentCrouchHeight here
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float currentHeight = characterController.height;
Vector3 targetCenter = isCrouching ? standingCenter : crouchingCenter;
Vector3 currentCenter = characterController.center;
while (timeElapsed < timeToCrouch)
{
characterController.height = Mathf.Lerp(currentHeight, targetHeight, timeElapsed / timeToCrouch);
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characterController.center = Vector3.Lerp(currentCenter, targetCenter, timeElapsed / timeToCrouch);
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timeElapsed += Time.deltaTime;
yield return null;
}
characterController.height = targetHeight;
characterController.center = targetCenter;
isCrouching = !isCrouching;
duringCrouchAnimation = false;
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// Update crouchHeight with currentCrouchHeight
crouchHeight = currentCrouchHeight;
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}
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private void HandleHeadbob()
{
if (!characterController.isGrounded) return;
if (Mathf.Abs(moveDirection.x) > 0.1f || Mathf.Abs(moveDirection.z) > 0.1f)
{
timer += Time.deltaTime * (isCrouching ? crouchBobSpeed : IsSprinting ? sprintBobSpeed : walkBobSpeed);
playerCamera.transform.localPosition = new Vector3(
playerCamera.transform.localPosition.x,
defaultYPos + Mathf.Sin(timer) * (isCrouching ? crouchBobAmount : IsSprinting ? sprintBobAmount : walkBobAmount),
playerCamera.transform.localPosition.z);
}
}
private void HandleMouseLook()
{
rotationX -= Input.GetAxis("Mouse Y") * lookSpeedY;
rotationX = Mathf.Clamp(rotationX, -upperLookLimit, lowerLookLimit);
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// Apply the current leaning angle to the camera's rotation
playerCamera.transform.localRotation = Quaternion.Euler(rotationX + currentLeaningAngle, 0, 0);
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transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeedX, 0);
}
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private void HandleLeaning()
{
if (toggleLeaning)
{
if (Input.GetKeyDown(leanLeftKey))
{
isLeaningLeft = !isLeaningLeft;
isLeaningRight = false;
}
if (Input.GetKeyDown(leanRightKey))
{
isLeaningRight = !isLeaningRight;
isLeaningLeft = false;
}
}
else
{
if (Input.GetKey(leanLeftKey) && !isLeaningRight)
{
isLeaningLeft = true;
isLeaningRight = false;
}
if (Input.GetKey(leanRightKey) && !isLeaningLeft)
{
isLeaningRight = true;
isLeaningLeft = false;
}
}
// Apply the current leaning angle using the maximum leaning angle
currentLeaningAngle = Mathf.Clamp(currentLeaningAngle, -maxLeaningAngle, maxLeaningAngle);
}
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private void ApplyFinalMovements()
{
if (!characterController.isGrounded)
moveDirection.y -= gravity * Time.deltaTime;
characterController.Move(moveDirection * Time.deltaTime);
}
private void HandleSpeedChange()
{
float scroll = Input.GetAxis("Mouse ScrollWheel");
if (scroll > 0)
{
// Increase walk speed if within the maximum limit
if (currentWalkSpeed < maxWalkSpeed)
{
currentWalkSpeed += walkSpeedInterval;
}
}
else if (scroll < 0)
{
// Decrease walk speed if within the minimum limit
if (currentWalkSpeed > minWalkSpeed)
{
currentWalkSpeed -= walkSpeedInterval;
}
}
// Update the walk speed
walkSpeed = currentWalkSpeed;
}
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}