fps controller changes

This commit is contained in:
Chris kerr 2024-08-27 20:38:21 -04:00
parent 1931283255
commit 644bce2a17

View File

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