GGJ2022/Assets/Scripts/PlayerController.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
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public float maxDistanceFromCenterLine = 30.0f;
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[Header("Move")]
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public float speed = 7.5f;
public float maxSpeed = 15.0f;
public float minSpeed = 5.0f;
[HideInInspector]
public float currentSpeed = 0f;
[HideInInspector]
public float speedModifier = 0.0f;
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Vector3 moveDirection = Vector3.zero;
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bool canMove = false;
[HideInInspector]
public Rigidbody rb;
[HideInInspector]
public CharacterController chc;
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float moveDirectionY;
public bool isRunning = false;
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public bool isFalling = false;
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[Header("Jump")]
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public float jumpSpeed = 7.5f;
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[HideInInspector]
public float jumpModifier = 0.0f;
[HideInInspector]
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public bool inAir = false;
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private bool isGrounded = false;
private float jumpTimer = 0.1f;
private float jumpTime = 0f;
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[Header("Camera")]
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public float lookSpeed = 7.5f;
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public float lookXLimit = 40.0f;
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public Camera playerCamera;
public float rotationX = 0;
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[Header("Others")]
public ParticleSystem runningParticles;
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public Transform mainObject;
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public AudioSource audioSource;
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public List<AudioClip> jumpClips = new List<AudioClip>();
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public List<AudioClip> audioClips = new List<AudioClip>();
PlatformManager collidePlatform;
string platformStatus = "exit";
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// Start is called before the first frame update
[HideInInspector]
public Vector3 saveDirection;
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private Vector3 downDirection;
Vector3 _velocity = Vector3.zero;
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private Vector3 follow = Vector3.zero;
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private GameObject pullObject = null;
private GameObject pushObject = null;
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void Start()
{
//rb = GetComponent<Rigidbody>();
chc = GetComponent<CharacterController>();
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}
public void disableCursor()
{
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Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
// Update is called once per frame
void Update()
{
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if (UiController.isInMenu) return;
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rotationX += -Input.GetAxis("Mouse Y") * lookSpeed;
rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit);
playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);
transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);
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isRunning = Input.GetKey(KeyCode.LeftShift);
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if (canMove && currentSpeed < minSpeed)
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{
currentSpeed += 0.1f;
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}
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if (Input.GetAxis("Vertical") > 0 && currentSpeed < maxSpeed)
{
if (!canMove)
{
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canMove = true;
}
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currentSpeed += 0.01f;
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}
else if (Input.GetAxis("Vertical") < 0 && currentSpeed > minSpeed)
{
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currentSpeed -= 0.01f;
}
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float curSpeedX = canMove ? (currentSpeed + speedModifier): 0;
float curSpeedY = canMove ? speed * Input.GetAxis("Horizontal") : 0;
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moveDirection = (transform.forward * curSpeedX * Time.deltaTime) + (transform.right * curSpeedY * Time.deltaTime);
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if ((currentSpeed + speedModifier) >= maxSpeed && !runningParticles.isPlaying)
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{
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runningParticles.Play(true);
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}
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else if ((currentSpeed + speedModifier) < maxSpeed && runningParticles.isPlaying)
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{
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runningParticles.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
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}
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if (audioSource != null && audioClips.Count > 0)
{
if ((currentSpeed + speedModifier) > speed * 3f && (currentSpeed + speedModifier) < speed * 6f)
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{
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if (audioClips.Count > 1 && audioSource.clip != audioClips[1])
{
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audioSource.Stop();
audioSource.clip = audioClips[1];
audioSource.Play();
}
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}
else if ((currentSpeed + speedModifier) <= speed * 3f)
{
if (audioSource.clip != audioClips[0])
{
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audioSource.Stop();
audioSource.clip = audioClips[0];
audioSource.Play();
}
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}
else if ((currentSpeed + speedModifier) >= speed * 6f)
{
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if (audioClips.Count > 2 && audioSource.clip != audioClips[2])
{
audioSource.Stop();
audioSource.clip = audioClips[2];
audioSource.Play();
}
}
}
PlatformManager localP = null;
if (collidePlatform != null)
{
collidePlatform.Step();
collidePlatform.Action(this, platformStatus);
localP = collidePlatform;
if (platformStatus == "enter")
{
platformStatus = "stay";
collidePlatform = null;
}
}
else
{
if (platformStatus == "stay")
{
platformStatus = "exit";
if (localP != null)
{
localP.Action(this, platformStatus);
localP = null;
}
}
}
if (jumpTime <= Time.time)
{
jumpModifier = 0.0f;
Vector3 locGrav = (Physics.gravity * Time.deltaTime);
if (!isGrounded)
{
_velocity += Physics.gravity / 50 * Time.deltaTime;
}
else
{
_velocity = Physics.gravity * Time.deltaTime;
}
}
else
{
_velocity += transform.up * (jumpSpeed + jumpModifier) / 5 * Time.deltaTime;
}
if (Input.GetKeyDown(KeyCode.Space) && isGrounded)
{
//inAir = true;
if (audioSource != null && jumpClips.Count > 0)
{
audioSource.PlayOneShot(jumpClips[Random.Range(0, jumpClips.Count)]);
}
_velocity = Vector3.zero;
jumpTime = jumpTimer + Time.time;
isGrounded = false;
}
chc.Move(moveDirection + _velocity);
//rb.MovePosition(rb.position + moveDirection);
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}
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private void FixedUpdate()
{
downDirection = -transform.up;
if (Physics.gravity != (downDirection * 9.81f)) {
if (downDirection == Vector3.forward)
{
downDirection = Vector3.down;
}
Physics.gravity = downDirection * 9.81f;
}
/*if (inAir)
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{
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// Debug.Log("Jump");
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if (audioSource != null && jumpClips.Count > 0)
{
audioSource.PlayOneShot(jumpClips[Random.Range(0, jumpClips.Count)]);
}
chc.Move(transform.up * jumpSpeed * 100f * Time.deltaTime);
//rb.AddForce(transform.up * jumpSpeed * 100f * Time.deltaTime, ForceMode.Impulse);
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inAir = false;
}*/
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if (Vector3.Distance(transform.position, new Vector3(0f, 0f, transform.position.z)) > 10f)
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{
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// Debug.Log("Player is falling :)");
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this.isFalling = true;
}
else
{
this.isFalling = false;
}
if (saveDirection != -transform.up)
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{
Vector3 axis;
float angle;
axis = Vector3.Cross(-transform.up, saveDirection);
angle = Mathf.Atan2(Vector3.Magnitude(axis), Vector3.Dot(-transform.up, saveDirection));
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transform.RotateAround(axis, angle * Time.deltaTime * 8f);
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}
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var distanceFromYAxis = new Vector2(transform.position.x, transform.position.y).magnitude;
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if (UiController.isInMenu == false && distanceFromYAxis > this.maxDistanceFromCenterLine)
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{
Debug.Log("Player fell out of map.");
//rb.velocity = Vector3.zero;
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UiController.isInMenu = true;
Physics.gravity = Vector3.down * 9.81f;
UiController.SaveGame();
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UnityEngine.SceneManagement.SceneManager.LoadScene(0);
}
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}
/*void OnCollisionExit(Collision other)
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{
if (other.gameObject.tag != "platform") return;
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PlatformManager platform = other.gameObject.GetComponent<PlatformManager>();
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if (platform == null) return;
platform.Step();
platform.Action(this, "exit");
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}
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void OnCollisionStay(Collision other)
{
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if (other.gameObject.tag != "platform") return;
Vector3 contact = other.GetContact(other.contacts.Length - 1).normal;
if (contact != -other.transform.up && contact != other.transform.up) {
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return;
}
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saveDirection = -contact;
}
void OnCollisionEnter(Collision other)
{
Debug.Log("Collide :D");
isGrounded = true;
if (other.gameObject.tag != "platform") return;
PlatformManager platform = other.gameObject.GetComponent<PlatformManager>();
if (platform != null)
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{
platform.Step();
platform.Action(this, "enter");
}
Vector3 contact = other.GetContact(other.contacts.Length - 1).normal;
if (contact != -other.transform.up &&
contact != other.transform.up) {
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return;
}
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saveDirection = -contact;
} */
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void OnControllerColliderHit(ControllerColliderHit hit)
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{
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isGrounded = true;
if (platformStatus == "exit") {
platformStatus = "enter";
}
if (hit.gameObject.tag != "platform") return;
collidePlatform = hit.gameObject.GetComponent<PlatformManager>();
Vector3 contact = hit.normal;
if (contact != -hit.gameObject.transform.up &&
contact != hit.gameObject.transform.up)
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{
return;
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}
saveDirection = -contact;
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}
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}