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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[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;
private float modifier = 0.0f;
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Vector3 moveDirection = Vector3.zero;
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bool canMove = false;
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Rigidbody rb;
float moveDirectionY;
public bool isRunning = false;
[Header("Jump")]
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public float jumpSpeed = 7.5f;
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[HideInInspector]
public bool jump = false;
private bool isGrounded = false;
[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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// Start is called before the first frame update
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private Vector3 saveDirection;
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private Vector3 downDirection;
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private Vector3 platformForward;
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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>();
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platformForward = Vector3.forward;
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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()
{
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 += 0.0005f;
}
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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;
}
float curSpeedX = canMove ? (currentSpeed + modifier) : 0;
float curSpeedY = canMove ? speed * Input.GetAxis("Horizontal") : 0;
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moveDirection = (platformForward * curSpeedX * Time.deltaTime) + (transform.right * curSpeedY * Time.deltaTime);
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if ((currentSpeed + modifier) >= 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 + modifier) < 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 (Input.GetKeyDown(KeyCode.Space) && isGrounded)
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{
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jump = true;
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isGrounded = false;
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}
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rb.MovePosition(rb.position + moveDirection);
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}
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private void FixedUpdate()
{
if (jump)
{
Debug.Log("Jump");
rb.AddForce(transform.up * jumpSpeed * 100 * Time.deltaTime, ForceMode.Impulse);
jump = false;
}
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if (saveDirection != Vector3.zero)
{
Vector3 axis;
float angle;
axis = Vector3.Cross(-transform.up, saveDirection);
angle = Mathf.Atan2(Vector3.Magnitude(axis), Vector3.Dot(-transform.up, saveDirection));
transform.RotateAround(axis, angle * Time.deltaTime * 5f);
}
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if (pullObject != null)
{
PlatformManager platform = pullObject.GetComponent<PlatformManager>();
if (platform != null) {
float step = platform.speed * Time.deltaTime * 10f;
rb.AddForce((pullObject.transform.position - transform.position) * step, ForceMode.Force);
}
if (Vector3.Distance(pullObject.transform.position, transform.position) > 10f)
{
pullObject = null;
}
}
if (pushObject != null)
{
PlatformManager platform = pullObject.GetComponent<PlatformManager>();
if (platform != null)
{
float step = platform.speed * Time.deltaTime * 10f;
rb.AddForce(-(pushObject.transform.position - transform.position) * step, ForceMode.Force);
}
if (Vector3.Distance(pushObject.transform.position, transform.position) > 10f)
{
pushObject = null;
}
}
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}
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void OnCollisionExit(Collision other)
{
if (other.gameObject.tag == "platform")
{
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Physics.gravity = this.downDirection * 9.81f;
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}
}
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void OnCollisionStay(Collision other)
{
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if (other.gameObject.tag != "platform") return;
PlatformManager platform = other.gameObject.GetComponent<PlatformManager>();
if (platform == null)
{
// FIXME: Should platforms be allowed to not to have a PlatformManager?
// Debug.Log("ERROR");
return;
}
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if (other.GetContact(0).normal == other.transform.forward
|| other.GetContact(0).normal == -other.transform.forward
|| (other.GetContact(0).normal != -other.transform.up
&& other.GetContact(0).normal != other.transform.up
&& other.GetContact(0).normal != other.transform.right
&& other.GetContact(0).normal != -other.transform.right)
)
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{
return;
}
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this.downDirection = -other.GetContact(0).normal;
saveDirection = -other.GetContact(0).normal;
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// TODO: Handle other PlatformTypes
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Physics.gravity = -other.GetContact(0).normal * 9.81f;
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}
void OnCollisionEnter(Collision other)
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{
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isGrounded = true;
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if (other.gameObject.tag == "platform")
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{
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if (other.GetContact(0).normal == other.transform.forward
|| other.GetContact(0).normal == -other.transform.forward
|| (other.GetContact(0).normal != -other.transform.up
&& other.GetContact(0).normal != other.transform.up
&& other.GetContact(0).normal != other.transform.right
&& other.GetContact(0).normal != -other.transform.right)
)
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{
return;
}
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saveDirection = -other.GetContact(0).normal;
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Vector3 gDirection = -other.GetContact(0).normal;
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PlatformManager platform = other.gameObject.GetComponent<PlatformManager>();
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if (platform != null) {
switch (platform.type)
{
case PlatformManager.PlatformType.Push:
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pushObject = other.gameObject;
pullObject = null;
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break;
case PlatformManager.PlatformType.Pull:
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pullObject = other.gameObject;
pushObject = null;
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break;
case PlatformManager.PlatformType.RotateY:
break;
case PlatformManager.PlatformType.RotateZ:
break;
case PlatformManager.PlatformType.SpeedUp:
modifier += platform.speed;
break;
case PlatformManager.PlatformType.SpeedDown:
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if (modifier - platform.speed >= 0)
{
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modifier -= platform.speed;
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}
else
{
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modifier = 0.0f;
}
break;
default:
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gDirection = -other.GetContact(0).normal;
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break;
}
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}
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else
{
gDirection = -transform.up;
}
platformForward = other.transform.forward;
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this.downDirection = gDirection;
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Physics.gravity = gDirection * 9.81f;
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}
}
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}