tried to add crouch adjustments
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@ -31,6 +31,7 @@ public class FirstPersonController : MonoBehaviour
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[SerializeField] private float walkSpeedInterval = 0.5f;
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private float currentWalkSpeed;
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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 crouchSpeed = 1.5f;
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@ -47,6 +48,7 @@ public class FirstPersonController : MonoBehaviour
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[SerializeField] private float gravity = 30.0f;
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[Header("Crouch Parameters")]
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[SerializeField] private float crouchHeightInterval = 0.1f;
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[SerializeField] private float crouchHeight = 0.5f;
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[SerializeField] private float standingHeight = 2.0f;
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[SerializeField] private float timeToCrouch = 0.25f;
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@ -55,6 +57,13 @@ public class FirstPersonController : MonoBehaviour
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private bool isCrouching;
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private bool duringCrouchAnimation;
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private float targetCrouchHeight; // The target crouch height to apply when "C" key is released
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private float tempCrouchHeight; // The temporary crouch height while "C" key is held
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private float currentCrouchHeight;
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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 crouchHeightAdjustmentEnabled; // Flag to enable crouch height adjustment
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[Header("Headbob Parameters")]
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[SerializeField] private float walkBobSpeed = 14f;
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[SerializeField] private float walkBobAmount = 0.05f;
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@ -81,7 +90,7 @@ public class FirstPersonController : MonoBehaviour
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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currentWalkSpeed = walkSpeed;
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currentCrouchHeight = crouchHeight;
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}
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// Update is called once per frame
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@ -102,6 +111,7 @@ public class FirstPersonController : MonoBehaviour
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HandleMovementInput();
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HandleMouseLook();
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HandleSpeedChange();
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HandleCrouchAdjustment();
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if (canJump)
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HandleJump();
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@ -135,9 +145,77 @@ public class FirstPersonController : MonoBehaviour
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private void HandleCrouch()
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{
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if (ShouldCrouch)
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if (Input.GetKeyDown(crouchKey) && !duringCrouchAnimation && characterController.isGrounded)
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{
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isCrouchKeyHeld = true;
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tempCrouchHeight = currentCrouchHeight;
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crouchHeightAdjustmentEnabled = true; // Enable crouch height adjustment
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}
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if (Input.GetKeyUp(crouchKey) && isCrouchKeyHeld)
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{
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// "C" key is released, apply the new crouch height
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targetCrouchHeight = tempCrouchHeight;
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isCrouchKeyHeld = false;
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StartCoroutine(CrouchStand());
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}
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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
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float scroll = Input.GetAxis("Mouse ScrollWheel");
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if (scroll > 0)
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{
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// Increase temporary crouch height if within the maximum limit
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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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else if (scroll < 0)
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{
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// Decrease temporary crouch height if within the minimum limit
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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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// Update the actual crouch height with the temporary crouch height
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crouchHeight = tempCrouchHeight;
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}
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private IEnumerator CrouchStand()
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{
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if (isCrouching && Physics.Raycast(playerCamera.transform.position, Vector3.up, 1f))
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yield break;
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duringCrouchAnimation = true;
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float timeElapsed = 0;
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float targetHeight = isCrouching ? standingHeight : currentCrouchHeight; // Use currentCrouchHeight here
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float currentHeight = characterController.height;
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Vector3 targetCenter = isCrouching ? standingCenter : crouchingCenter;
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Vector3 currentCenter = characterController.center;
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while (timeElapsed < timeToCrouch)
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{
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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;
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yield return null;
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}
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characterController.height = targetHeight;
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characterController.center = targetCenter;
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isCrouching = !isCrouching;
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duringCrouchAnimation = false;
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// Update crouchHeight with currentCrouchHeight
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crouchHeight = currentCrouchHeight;
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}
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private void HandleHeadbob()
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{
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@ -170,33 +248,6 @@ public class FirstPersonController : MonoBehaviour
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characterController.Move(moveDirection * Time.deltaTime);
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}
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private IEnumerator CrouchStand()
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{
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if (isCrouching && Physics.Raycast(playerCamera.transform.position, Vector3.up, 1f))
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yield break;
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duringCrouchAnimation = true;
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float timeElapsed = 0;
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float targetHeight = isCrouching ? standingHeight : crouchHeight;
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float currentHeight = characterController.height;
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Vector3 targetCenter = isCrouching ? standingCenter : crouchingCenter;
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Vector3 currentCenter = characterController.center;
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while (timeElapsed < timeToCrouch)
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{
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characterController.height = Mathf.Lerp(currentHeight, targetHeight, timeElapsed / timeToCrouch);
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characterController.center = Vector3.Lerp(currentCenter, targetCenter, timeElapsed);
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timeElapsed += Time.deltaTime;
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yield return null;
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}
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characterController.height = targetHeight;
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characterController.center = targetCenter;
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isCrouching = !isCrouching;
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duringCrouchAnimation = false;
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}
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private void HandleSpeedChange()
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{
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float scroll = Input.GetAxis("Mouse ScrollWheel");
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