330 lines
11 KiB
C#
330 lines
11 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using SimpleInventorySystem;
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public class FirstPersonController : MonoBehaviour
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{
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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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public bool CanMove { get; private set; } = true;
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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 ShouldCrouch => Input.GetKeyDown(crouchKey) && !duringCrouchAnimation && characterController.isGrounded;
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[Header("Functional Options")]
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[SerializeField] private bool canSprint = true;
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[SerializeField] private bool canJump = true;
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[SerializeField] private bool canCrouch = true;
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[SerializeField] private bool canUseHeadbob = true;
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[SerializeField] private bool canLean = true;
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[Header("Controls")]
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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 crouchKey = KeyCode.C;
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[Header("Movement Parameters")]
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[SerializeField] private float minWalkSpeed = 1.0f;
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[SerializeField] private float maxWalkSpeed = 5.0f;
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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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[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 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 lowerLookLimit = 80.0f;
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[Header("Leaning Parameters")]
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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 leanRightKey = KeyCode.E;
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[SerializeField, Range(1, 45)] private float maxLeaningAngle = 15.0f;
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private float currentLeaningAngle;
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private bool isLeaningLeft;
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private bool isLeaningRight;
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[Header("Jumping Parameters")]
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[SerializeField] private float jumpForce = 8.0f;
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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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[SerializeField] private Vector3 crouchingCenter = new Vector3(0, 0.5f, 0);
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[SerializeField] private Vector3 standingCenter = new Vector3(0, 0, 0);
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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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[SerializeField] private float sprintBobSpeed = 18f;
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[SerializeField] private float sprintBobAmount = 0.1f;
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[SerializeField] private float crouchBobSpeed = 8f;
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[SerializeField] private float crouchBobAmount = 0.025f;
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private float defaultYPos = 0;
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private float timer;
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private Camera playerCamera;
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private CharacterController characterController;
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private Vector3 moveDirection;
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private Vector2 currentInput;
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private float rotationX = 0;
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void Awake()
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{
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playerCamera = GetComponentInChildren<Camera>();
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characterController = GetComponent<CharacterController>();
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defaultYPos = playerCamera.transform.localPosition.y;
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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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void Update()
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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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if (isInventoryUIOpen)
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{
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// The inventory UI is open, disable movement
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CanMove = false;
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}
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else
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{
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// The inventory UI is closed, enable movement
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CanMove = true;
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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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if (canCrouch)
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HandleCrouch();
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if (canUseHeadbob)
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HandleHeadbob();
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if (canLean)
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HandleLeaning(); // Added the HandleLeaning method call here.
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ApplyFinalMovements();
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}
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}
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private void HandleMovementInput()
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{
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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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moveDirection = (transform.TransformDirection(Vector3.forward) * currentInput.x) + (transform.TransformDirection(Vector3.right) * currentInput.y);
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moveDirection.y = moveDirectionY;
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}
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private void HandleJump()
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{
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if (ShouldJump)
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moveDirection.y = jumpForce;
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}
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private void HandleCrouch()
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{
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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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if (!characterController.isGrounded) return;
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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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timer += Time.deltaTime * (isCrouching ? crouchBobSpeed : IsSprinting ? sprintBobSpeed : walkBobSpeed);
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playerCamera.transform.localPosition = new Vector3(
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playerCamera.transform.localPosition.x,
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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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}
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}
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private void HandleMouseLook()
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{
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rotationX -= Input.GetAxis("Mouse Y") * lookSpeedY;
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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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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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}
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private void HandleLeaning()
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{
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if (toggleLeaning)
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{
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// Toggle leaning with a single key press
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if (Input.GetKeyDown(leanLeftKey))
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{
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isLeaningLeft = !isLeaningLeft;
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isLeaningRight = false;
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}
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if (Input.GetKeyDown(leanRightKey))
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{
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isLeaningRight = !isLeaningRight;
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isLeaningLeft = false;
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}
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}
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else
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{
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// Continuous leaning while the keys are held down
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if (Input.GetKey(leanLeftKey) && !isLeaningRight)
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{
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isLeaningLeft = true;
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isLeaningRight = false;
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}
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if (Input.GetKey(leanRightKey) && !isLeaningLeft)
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{
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isLeaningRight = true;
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isLeaningLeft = false;
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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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currentLeaningAngle = isLeaningLeft ? -maxLeaningAngle : isLeaningRight ? maxLeaningAngle : 0;
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}
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private void ApplyFinalMovements()
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{
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if (!characterController.isGrounded)
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moveDirection.y -= gravity * Time.deltaTime;
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characterController.Move(moveDirection * Time.deltaTime);
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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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if (scroll > 0)
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{
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// Increase walk speed if within the maximum limit
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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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else if (scroll < 0)
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{
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// Decrease walk speed if within the minimum limit
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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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// Update the walk speed
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walkSpeed = currentWalkSpeed;
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}
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}
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