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; 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 Vector3 jump; public float jumpForce = 2.0f; private bool isGrounded = false; public bool isRunning = false; private Vector3 downDirection; private Vector3 follow = Vector3.zero; void Start() { rb = GetComponent(); 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); 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) { Debug.Log("Jump"); rb.AddForce(transform.up * jumpSpeed * 500 * Time.deltaTime, ForceMode.Impulse); isGrounded = false; } rb.MovePosition(rb.position + moveDirection); } 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; } Vector3 axis; float angle; axis = Vector3.Cross(-transform.up, -other.GetContact(0).normal); 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; // if (platform.type == PlatformManager.PlatformType.SpeedUp) // { angle = Mathf.Atan2(Vector3.Magnitude(axis), Vector3.Dot(-transform.up, -other.GetContact(0).normal)); transform.RotateAround(axis, angle); // } // TODO: Handle other PlatformTypes Physics.gravity = this.downDirection * 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; } Vector3 axis; float angle; axis = Vector3.Cross(-transform.up, -other.GetContact(0).normal); if (axis != Vector3.zero) { angle = Mathf.Atan2(Vector3.Magnitude(axis), Vector3.Dot(-transform.up, -other.GetContact(0).normal)); transform.RotateAround(axis, angle); } Vector3 gDirection; PlatformManager platform = other.gameObject.GetComponent(); gDirection = -transform.up; if (platform == null){ // FIXME: remove this.downDirection = -transform.up; return; } if (platform.type == PlatformManager.PlatformType.Pull) { gDirection = -transform.up; } else if (platform.type == PlatformManager.PlatformType.Push) { gDirection = transform.up; } else if ((platform.type == PlatformManager.PlatformType.RotateY || platform.type == PlatformManager.PlatformType.RotateZ)) { gDirection = -transform.up; } else if (platform.type == PlatformManager.PlatformType.SpeedUp) { rb.AddForce(other.transform.forward * platform.speed * Time.deltaTime, ForceMode.Impulse); gDirection = -transform.up; } else if (platform.type == PlatformManager.PlatformType.SpeedDown) { rb.AddForce(other.transform.forward * platform.speed * 10 * Time.deltaTime, ForceMode.Impulse); gDirection = -transform.up; } this.downDirection = gDirection; Physics.gravity = gDirection * 9.81f; } } }