GGJ2022/Assets/Scripts/PlayerController.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float walkSpeed = 7.5f;
public float runningSpeed = 7.5f;
public float jumpSpeed = 7.5f;
public float lookSpeed = 7.5f;
public float lookXLimit = 7.5f;
public Camera playerCamera;
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public ParticleSystem runningParticles;
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Vector3 moveDirection = Vector3.zero;
public float rotationX = 0;
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public Transform mainObject;
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// Start is called before the first frame update
[HideInInspector]
bool canMove = true;
Rigidbody rb;
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float moveDirectionY;
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public Vector3 jump;
public float jumpForce = 2.0f;
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private bool isGrounded = false;
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public bool isRunning = false;
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private Vector3 downDirection;
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private Vector3 follow = Vector3.zero;
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void Start()
{
rb = GetComponent<Rigidbody>();
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
jump = new Vector3(0.0f, 2.0f, 0.0f);
}
// 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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float curSpeedX = canMove ? (isRunning ? runningSpeed : walkSpeed) * Input.GetAxis("Vertical") : 0;
float curSpeedY = canMove ? (isRunning ? runningSpeed : walkSpeed) * Input.GetAxis("Horizontal") : 0;
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moveDirection = (transform.forward * curSpeedX * Time.deltaTime) + (transform.right * curSpeedY * Time.deltaTime);
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if (isRunning && !runningParticles.isPlaying && Input.GetKey(KeyCode.W))
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{
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runningParticles.Play(true);
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}
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else if ((!isRunning && runningParticles.isPlaying) || !Input.GetKey(KeyCode.W))
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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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{
Debug.Log("Jump");
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rb.AddForce(transform.up * jumpSpeed * 500 * Time.deltaTime, ForceMode.Impulse);
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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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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){
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;
}
Vector3 axis;
float angle;
axis = Vector3.Cross(-transform.up, -other.GetContact(0).normal);
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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
)
)
{
return;
}
Physics.gravity = this.downDirection * 9.81f;
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// if (platform.type == PlatformManager.PlatformType.SpeedUp)
// {
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angle = Mathf.Atan2(Vector3.Magnitude(axis), Vector3.Dot(-transform.up, -other.GetContact(0).normal));
transform.RotateAround(axis, angle);
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// }
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// TODO: Handle other PlatformTypes
Physics.gravity = this.downDirection * 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
)
)
{
return;
}
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Vector3 axis;
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float angle;
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axis = Vector3.Cross(-transform.up, -other.GetContact(0).normal);
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if (axis != Vector3.zero)
{
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angle = Mathf.Atan2(Vector3.Magnitude(axis), Vector3.Dot(-transform.up, -other.GetContact(0).normal));
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transform.RotateAround(axis, angle);
}
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Vector3 gDirection;
PlatformManager platform = other.gameObject.GetComponent<PlatformManager>();
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gDirection = -transform.up;
if (platform == null){
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// FIXME: remove
this.downDirection = -transform.up;
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return;
}
if (platform.type == PlatformManager.PlatformType.Pull)
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{
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gDirection = -other.GetContact(0).normal;
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}
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else if (platform.type == PlatformManager.PlatformType.Push)
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{
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gDirection = -other.GetContact(0).normal;
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}
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else if ((platform.type == PlatformManager.PlatformType.RotateY || platform.type == PlatformManager.PlatformType.RotateZ))
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{
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gDirection = -other.GetContact(0).normal;
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}
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else if (platform.type == PlatformManager.PlatformType.SpeedUp)
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{
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rb.AddForce(other.transform.forward * platform.speed * Time.deltaTime, ForceMode.Impulse);
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gDirection = -other.GetContact(0).normal;
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}
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else if (platform.type == PlatformManager.PlatformType.SpeedDown)
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{
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rb.AddForce(other.transform.forward * platform.speed * 10 * Time.deltaTime, ForceMode.Impulse);
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gDirection = -other.GetContact(0).normal;
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}
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this.downDirection = gDirection;
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Physics.gravity = gDirection * 9.81f;
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}
}
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}