fps controller changes
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1931283255
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644bce2a17
@ -1,14 +1,13 @@
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using SimpleInventorySystem;
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using SimpleInventorySystem;
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public class FirstPersonController : MonoBehaviour
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public class FirstPersonController : MonoBehaviour
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{
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{
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public InventorySystem inventorySystem; // Reference to the InventorySystem script
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public InventorySystem inventorySystem; // Reference to the InventorySystem script
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// Start is called before the first frame update
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// Flags for various character states and actions
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public bool CanMove { get; private set; } = true;
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public bool CanMove { get; private set; } = true;
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private bool IsSprinting => canSprint && Input.GetKey(sprintKey);
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private bool IsSprinting => canSprint && Input.GetKey(sprintKey);
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private bool ShouldJump => Input.GetKeyDown(jumpKey) && characterController.isGrounded;
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private bool ShouldJump => Input.GetKeyDown(jumpKey) && characterController.isGrounded;
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@ -21,7 +20,6 @@ public class FirstPersonController : MonoBehaviour
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[SerializeField] private bool canUseHeadbob = true;
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[SerializeField] private bool canUseHeadbob = true;
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[SerializeField] private bool canLean = true;
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[SerializeField] private bool canLean = true;
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[Header("Controls")]
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[Header("Controls")]
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[SerializeField] private KeyCode sprintKey = KeyCode.LeftShift;
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[SerializeField] private KeyCode sprintKey = KeyCode.LeftShift;
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[SerializeField] private KeyCode jumpKey = KeyCode.Space;
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[SerializeField] private KeyCode jumpKey = KeyCode.Space;
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@ -33,19 +31,16 @@ public class FirstPersonController : MonoBehaviour
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[SerializeField] private float walkSpeedInterval = 0.5f;
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[SerializeField] private float walkSpeedInterval = 0.5f;
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private float currentWalkSpeed;
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private float currentWalkSpeed;
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[SerializeField] private float walkSpeed = 3.0f;
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[SerializeField] private float walkSpeed = 3.0f;
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[SerializeField] private float sprintSpeed = 6.0f;
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[SerializeField] private float sprintSpeed = 6.0f;
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[SerializeField] private float crouchSpeed = 1.5f;
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[SerializeField] private float crouchSpeed = 1.5f;
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[Header("Look Parameters")]
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[Header("Look Parameters")]
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[SerializeField, Range(1, 10)] private float lookSpeedX = 2.0f;
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[SerializeField, Range(1, 10)] private float lookSpeedX = 2.0f;
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[SerializeField, Range(1, 10)] private float lookSpeedY = 2.0f;
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[SerializeField, Range(1, 10)] private float lookSpeedY = 2.0f;
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[SerializeField, Range(1, 180)] private float upperLookLimit = 80.0f;
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[SerializeField, Range(1, 180)] private float upperLookLimit = 80.0f;
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[SerializeField, Range(1, 180)] private float lowerLookLimit = 80.0f;
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[SerializeField, Range(1, 180)] private float lowerLookLimit = 80.0f;
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[Header("Leaning Parameters")]
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[Header("Leaning Parameters")]
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[SerializeField] private bool toggleLeaning = false; // Toggle mode
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[SerializeField] private bool toggleLeaning = false; // Toggle mode
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[SerializeField] private KeyCode leanLeftKey = KeyCode.Q;
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[SerializeField] private KeyCode leanLeftKey = KeyCode.Q;
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@ -55,7 +50,6 @@ public class FirstPersonController : MonoBehaviour
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private bool isLeaningLeft;
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private bool isLeaningLeft;
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private bool isLeaningRight;
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private bool isLeaningRight;
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[Header("Jumping Parameters")]
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[Header("Jumping Parameters")]
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[SerializeField] private float jumpForce = 8.0f;
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[SerializeField] private float jumpForce = 8.0f;
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[SerializeField] private float gravity = 30.0f;
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[SerializeField] private float gravity = 30.0f;
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@ -75,7 +69,6 @@ public class FirstPersonController : MonoBehaviour
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private float currentCrouchHeight;
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private float currentCrouchHeight;
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private float minCrouchHeight = 0.5f; // Minimum crouch height
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private float minCrouchHeight = 0.5f; // Minimum crouch height
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private bool isCrouchKeyHeld;
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private bool isCrouchKeyHeld;
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//private bool crouchHeightAdjustmentEnabled; // Flag to enable crouch height adjustment
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[Header("Headbob Parameters")]
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[Header("Headbob Parameters")]
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[SerializeField] private float walkBobSpeed = 14f;
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[SerializeField] private float walkBobSpeed = 14f;
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@ -106,21 +99,17 @@ public class FirstPersonController : MonoBehaviour
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currentCrouchHeight = crouchHeight;
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currentCrouchHeight = crouchHeight;
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}
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}
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// Update is called once per frame
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void Update()
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void Update()
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{
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{
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// Check if the inventory UI is open
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bool isInventoryUIOpen = inventorySystem.IsUsingInventoryMenuUI();
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bool isInventoryUIOpen = inventorySystem.IsUsingInventoryMenuUI();
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if (isInventoryUIOpen)
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if (isInventoryUIOpen)
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{
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{
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// The inventory UI is open, disable movement
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CanMove = false; // Disable movement when inventory UI is open
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CanMove = false;
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}
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}
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else
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else
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{
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{
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// The inventory UI is closed, enable movement
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CanMove = true; // Enable movement
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CanMove = true;
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HandleMovementInput();
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HandleMovementInput();
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HandleMouseLook();
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HandleMouseLook();
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HandleSpeedChange();
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HandleSpeedChange();
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@ -136,16 +125,15 @@ public class FirstPersonController : MonoBehaviour
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HandleHeadbob();
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HandleHeadbob();
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if (canLean)
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if (canLean)
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HandleLeaning(); // Added the HandleLeaning method call here.
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HandleLeaning(); // Process leaning logic
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ApplyFinalMovements();
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ApplyFinalMovements();
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}
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}
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}
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}
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private void HandleMovementInput()
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private void HandleMovementInput()
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{
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{
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// Determine the current speed based on the character's state (crouching, sprinting, etc.)
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currentInput = new Vector2((isCrouching ? crouchSpeed : IsSprinting ? sprintSpeed : walkSpeed) * Input.GetAxis("Vertical"), (isCrouching ? crouchSpeed : IsSprinting ? sprintSpeed : walkSpeed) * Input.GetAxis("Horizontal"));
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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;
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float moveDirectionY = moveDirection.y;
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@ -156,7 +144,7 @@ public class FirstPersonController : MonoBehaviour
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private void HandleJump()
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private void HandleJump()
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{
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{
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if (ShouldJump)
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if (ShouldJump)
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moveDirection.y = jumpForce;
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moveDirection.y = jumpForce; // Apply jump force
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}
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}
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private void HandleCrouch()
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private void HandleCrouch()
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@ -165,12 +153,11 @@ public class FirstPersonController : MonoBehaviour
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{
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{
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isCrouchKeyHeld = true;
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isCrouchKeyHeld = true;
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tempCrouchHeight = currentCrouchHeight;
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tempCrouchHeight = currentCrouchHeight;
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//crouchHeightAdjustmentEnabled = true; // Enable crouch height adjustment
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}
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}
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if (Input.GetKeyUp(crouchKey) && isCrouchKeyHeld)
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if (Input.GetKeyUp(crouchKey) && isCrouchKeyHeld)
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{
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{
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// "C" key is released, apply the new crouch height
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// Apply the new crouch height when "C" key is released
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targetCrouchHeight = tempCrouchHeight;
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targetCrouchHeight = tempCrouchHeight;
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isCrouchKeyHeld = false;
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isCrouchKeyHeld = false;
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StartCoroutine(CrouchStand());
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StartCoroutine(CrouchStand());
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@ -179,42 +166,35 @@ public class FirstPersonController : MonoBehaviour
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private void HandleCrouchAdjustment()
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private void HandleCrouchAdjustment()
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{
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{
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// Adjust the crouch height based on the scroll wheel input
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// Adjust crouch height based on mouse scroll input
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float scroll = Input.GetAxis("Mouse ScrollWheel");
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float scroll = Input.GetAxis("Mouse ScrollWheel");
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if (scroll > 0)
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if (scroll > 0 && tempCrouchHeight < standingHeight)
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{
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{
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// Increase temporary crouch height if within the maximum limit
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tempCrouchHeight += crouchHeightInterval;
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if (tempCrouchHeight < standingHeight)
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{
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tempCrouchHeight += crouchHeightInterval;
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}
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}
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}
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else if (scroll < 0)
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else if (scroll < 0 && tempCrouchHeight > minCrouchHeight)
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{
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{
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// Decrease temporary crouch height if within the minimum limit
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tempCrouchHeight -= crouchHeightInterval;
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if (tempCrouchHeight > minCrouchHeight)
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{
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tempCrouchHeight -= crouchHeightInterval;
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}
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}
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}
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// Update the actual crouch height with the temporary crouch height
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crouchHeight = tempCrouchHeight; // Update crouch height
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crouchHeight = tempCrouchHeight;
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}
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}
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private IEnumerator CrouchStand()
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private IEnumerator CrouchStand()
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{
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{
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if (isCrouching && Physics.Raycast(playerCamera.transform.position, Vector3.up, 1f))
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if (isCrouching && Physics.Raycast(playerCamera.transform.position, Vector3.up, 1f))
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yield break;
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yield break;
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duringCrouchAnimation = true;
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duringCrouchAnimation = true;
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float timeElapsed = 0;
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float timeElapsed = 0;
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float targetHeight = isCrouching ? standingHeight : currentCrouchHeight; // Use currentCrouchHeight here
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float targetHeight = isCrouching ? standingHeight : currentCrouchHeight;
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float currentHeight = characterController.height;
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float currentHeight = characterController.height;
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Vector3 targetCenter = isCrouching ? standingCenter : crouchingCenter;
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Vector3 targetCenter = isCrouching ? standingCenter : crouchingCenter;
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Vector3 currentCenter = characterController.center;
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Vector3 currentCenter = characterController.center;
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// Smooth transition between crouch and stand
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while (timeElapsed < timeToCrouch)
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while (timeElapsed < timeToCrouch)
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{
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{
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characterController.height = Mathf.Lerp(currentHeight, targetHeight, timeElapsed / timeToCrouch);
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characterController.height = Mathf.Lerp(currentHeight, targetHeight, timeElapsed / timeToCrouch);
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@ -229,14 +209,14 @@ public class FirstPersonController : MonoBehaviour
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isCrouching = !isCrouching;
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isCrouching = !isCrouching;
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duringCrouchAnimation = false;
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duringCrouchAnimation = false;
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// Update crouchHeight with currentCrouchHeight
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crouchHeight = currentCrouchHeight; // Update to current crouch height
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crouchHeight = currentCrouchHeight;
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}
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}
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private void HandleHeadbob()
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private void HandleHeadbob()
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{
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{
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if (!characterController.isGrounded) return;
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if (!characterController.isGrounded) return;
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// Apply head bobbing effect based on movement speed and type
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if (Mathf.Abs(moveDirection.x) > 0.1f || Mathf.Abs(moveDirection.z) > 0.1f)
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if (Mathf.Abs(moveDirection.x) > 0.1f || Mathf.Abs(moveDirection.z) > 0.1f)
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{
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{
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timer += Time.deltaTime * (isCrouching ? crouchBobSpeed : IsSprinting ? sprintBobSpeed : walkBobSpeed);
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timer += Time.deltaTime * (isCrouching ? crouchBobSpeed : IsSprinting ? sprintBobSpeed : walkBobSpeed);
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@ -245,7 +225,6 @@ public class FirstPersonController : MonoBehaviour
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defaultYPos + Mathf.Sin(timer) * (isCrouching ? crouchBobAmount : IsSprinting ? sprintBobAmount : walkBobAmount),
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defaultYPos + Mathf.Sin(timer) * (isCrouching ? crouchBobAmount : IsSprinting ? sprintBobAmount : walkBobAmount),
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playerCamera.transform.localPosition.z);
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playerCamera.transform.localPosition.z);
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}
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}
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}
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}
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private void HandleMouseLook()
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private void HandleMouseLook()
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@ -253,7 +232,7 @@ public class FirstPersonController : MonoBehaviour
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rotationX -= Input.GetAxis("Mouse Y") * lookSpeedY;
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rotationX -= Input.GetAxis("Mouse Y") * lookSpeedY;
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rotationX = Mathf.Clamp(rotationX, -upperLookLimit, lowerLookLimit);
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rotationX = Mathf.Clamp(rotationX, -upperLookLimit, lowerLookLimit);
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// Apply the current leaning angle to the camera's rotation
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// Apply current leaning angle to camera's rotation
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playerCamera.transform.localRotation = Quaternion.Euler(rotationX + currentLeaningAngle, 0, 0);
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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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transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeedX, 0);
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}
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}
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@ -289,7 +268,7 @@ public class FirstPersonController : MonoBehaviour
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}
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}
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}
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}
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// Calculate and apply the current leaning angle using the maximum leaning angle
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// Calculate and apply the current leaning angle
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currentLeaningAngle = isLeaningLeft ? -maxLeaningAngle : isLeaningRight ? maxLeaningAngle : 0;
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currentLeaningAngle = isLeaningLeft ? -maxLeaningAngle : isLeaningRight ? maxLeaningAngle : 0;
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}
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}
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@ -305,25 +284,16 @@ public class FirstPersonController : MonoBehaviour
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{
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{
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float scroll = Input.GetAxis("Mouse ScrollWheel");
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float scroll = Input.GetAxis("Mouse ScrollWheel");
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if (scroll > 0)
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// Adjust walking speed based on mouse scroll input
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if (scroll > 0 && currentWalkSpeed < maxWalkSpeed)
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{
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{
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// Increase walk speed if within the maximum limit
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currentWalkSpeed += walkSpeedInterval;
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if (currentWalkSpeed < maxWalkSpeed)
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{
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currentWalkSpeed += walkSpeedInterval;
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}
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}
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}
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else if (scroll < 0)
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else if (scroll < 0 && currentWalkSpeed > minWalkSpeed)
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{
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{
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// Decrease walk speed if within the minimum limit
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currentWalkSpeed -= walkSpeedInterval;
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if (currentWalkSpeed > minWalkSpeed)
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{
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currentWalkSpeed -= walkSpeedInterval;
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}
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}
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}
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// Update the walk speed
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walkSpeed = currentWalkSpeed; // Update walk speed
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walkSpeed = currentWalkSpeed;
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}
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}
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}
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}
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