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 = 40.0f; public Camera playerCamera; public ParticleSystem runningParticles; Vector3 moveDirection = Vector3.zero; public float rotationX = 0; public Transform mainObject; // Start is called before the first frame update [HideInInspector] bool canMove = true; Rigidbody rb; float moveDirectionY; public bool jump = false; private bool isGrounded = false; public bool isRunning = false; private Vector3 saveDirection; private Vector3 downDirection; private Vector3 follow = Vector3.zero; void Start() { rb = GetComponent(); } public void disableCursor() { 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); isRunning = Input.GetKey(KeyCode.LeftShift); float curSpeedX = canMove ? (isRunning ? runningSpeed : walkSpeed) * Input.GetAxis("Vertical") : 0; float curSpeedY = canMove ? (isRunning ? runningSpeed : walkSpeed) * Input.GetAxis("Horizontal") : 0; moveDirection = (transform.forward * curSpeedX * Time.deltaTime) + (transform.right * curSpeedY * Time.deltaTime); if (isRunning && !runningParticles.isPlaying && Input.GetKey(KeyCode.W)) { runningParticles.Play(true); } else if ((!isRunning && runningParticles.isPlaying) || !Input.GetKey(KeyCode.W)) { runningParticles.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); } if (Input.GetKeyDown(KeyCode.Space) && isGrounded) { jump = true; isGrounded = false; } rb.MovePosition(rb.position + moveDirection); } private void FixedUpdate() { if (jump) { Debug.Log("Jump"); rb.AddForce(transform.up * jumpSpeed * 100 * Time.deltaTime, ForceMode.Impulse); jump = false; } 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); } } void OnCollisionExit(Collision other) { if (other.gameObject.tag == "platform") { Physics.gravity = this.downDirection * 9.81f; } } void OnCollisionStay(Collision other) { if (other.gameObject.tag != "platform") return; PlatformManager platform = other.gameObject.GetComponent(); if (platform == null) { // FIXME: Should platforms be allowed to not to have a PlatformManager? // Debug.Log("ERROR"); return; } 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; } this.downDirection = -other.GetContact(0).normal; saveDirection = -other.GetContact(0).normal; // TODO: Handle other PlatformTypes Physics.gravity = -other.GetContact(0).normal * 9.81f; } void OnCollisionEnter(Collision other) { isGrounded = true; if (other.gameObject.tag == "platform") { 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; } saveDirection = -other.GetContact(0).normal; Vector3 gDirection; PlatformManager platform = other.gameObject.GetComponent(); gDirection = -other.GetContact(0).normal; switch (platform.type) { case PlatformManager.PlatformType.Push: break; case PlatformManager.PlatformType.Pull: break; case PlatformManager.PlatformType.RotateY: break; case PlatformManager.PlatformType.RotateZ: break; case PlatformManager.PlatformType.SpeedUp: rb.AddForce(other.transform.forward * platform.speed * Time.deltaTime, ForceMode.Impulse); break; case PlatformManager.PlatformType.SpeedDown: rb.AddForce(-other.transform.forward * platform.speed * Time.deltaTime, ForceMode.Impulse); break; default: gDirection = -transform.up; break; } this.downDirection = gDirection; Physics.gravity = gDirection * 9.81f; } } }