using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerController : MonoBehaviour { [Header("Move")] 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; Vector3 moveDirection = Vector3.zero; bool canMove = false; Rigidbody rb; float moveDirectionY; public bool isRunning = false; public bool isFalling = false; [Header("Jump")] public float jumpSpeed = 7.5f; [HideInInspector] public bool jump = false; private bool isGrounded = false; [Header("Camera")] public float lookSpeed = 7.5f; public float lookXLimit = 40.0f; public Camera playerCamera; public float rotationX = 0; [Header("Others")] public ParticleSystem runningParticles; public Transform mainObject; // Start is called before the first frame update private Vector3 saveDirection; private Vector3 downDirection; private Vector3 platformForward; private Vector3 follow = Vector3.zero; private GameObject pullObject = null; private GameObject pushObject = null; void Start() { rb = GetComponent(); platformForward = Vector3.forward; } 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); if (canMove && currentSpeed < minSpeed) { currentSpeed += 0.0005f; } if (Input.GetAxis("Vertical") > 0 && currentSpeed < maxSpeed) { if (!canMove) { canMove = true; } currentSpeed += 0.01f; } else if (Input.GetAxis("Vertical") < 0 && currentSpeed > minSpeed) { currentSpeed -= 0.01f; } float curSpeedX = canMove ? (currentSpeed + modifier) : 0; float curSpeedY = canMove ? (currentSpeed + 3.5f + modifier) * Input.GetAxis("Horizontal") : 0; moveDirection = (platformForward * curSpeedX * Time.deltaTime) + (transform.right * curSpeedY * Time.deltaTime); if ((currentSpeed + modifier) >= maxSpeed && !runningParticles.isPlaying) { runningParticles.Play(true); } else if ((currentSpeed + modifier) < maxSpeed && runningParticles.isPlaying) { 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(rb.velocity.magnitude != 0 && Vector3.Dot(rb.velocity.normalized, Physics.gravity.normalized) > 0 ) { Debug.Log("Player is falling :)"); this.isFalling = true; } else { this.isFalling = 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); } if (pullObject != null) { PlatformManager platform = pullObject.GetComponent(); 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) > 5f) { pullObject = null; } } if (pushObject != null) { PlatformManager platform = pushObject.GetComponent(); 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) > 5f) { pushObject = null; } } } 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 = -other.GetContact(0).normal; PlatformManager platform = other.gameObject.GetComponent(); if (platform != null) { switch (platform.type) { case PlatformManager.PlatformType.Push: pushObject = other.gameObject; pullObject = null; break; case PlatformManager.PlatformType.Pull: pullObject = other.gameObject; pushObject = null; break; case PlatformManager.PlatformType.RotateY: break; case PlatformManager.PlatformType.RotateZ: break; case PlatformManager.PlatformType.SpeedUp: modifier += platform.speed; break; case PlatformManager.PlatformType.SpeedDown: if (modifier - platform.speed >= 0) { modifier -= platform.speed; } else { modifier = 0.0f; } break; default: gDirection = -other.GetContact(0).normal; break; } } else { gDirection = -transform.up; } platformForward = other.transform.forward; this.downDirection = gDirection; Physics.gravity = gDirection * 9.81f; } } }