using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerController : MonoBehaviour { public float maxDistanceFromCenterLine = 30.0f; [Header("Move")] public float speed = 7.5f; public float maxSpeed = 15.0f; public float minSpeed = 5.0f; [HideInInspector] public float currentSpeed = 0f; public float speedModifier = 0.0f; Vector3 moveDirection = Vector3.zero; bool canMove = false; [HideInInspector] public Rigidbody rb; [HideInInspector] public CharacterController chc; float moveDirectionY; public bool isRunning = false; public bool isFalling = false; [Header("Jump")] public float jumpSpeed = 7.5f; public float jumpModifier = 0.0f; [HideInInspector] public bool inAir = false; private bool isGrounded = false; private float jumpTimer = 0.1f; private float jumpTime = 0f; [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; public AudioSource audioSource; public List jumpClips = new List(); public List audioClips = new List(); PlatformManager collidePlatform; GameObject colliderObject; public string platformStatus = "exit"; float fallingTimer = 0.5f; float fallingTime = 0f; // Start is called before the first frame update [HideInInspector] public Vector3 saveDirection; private Vector3 downDirection; Vector3 _velocity = Vector3.zero; private Vector3 follow = Vector3.zero; private GameObject pullObject = null; private GameObject pushObject = null; void Start() { //rb = GetComponent(); chc = GetComponent(); } public void disableCursor() { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; } // Update is called once per frame void Update() { if (UiController.isInMenu) return; 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 += 0.1f; } 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 + speedModifier): 0; float curSpeedY = canMove ? speed * Input.GetAxis("Horizontal") : 0; moveDirection = (transform.forward * curSpeedX * Time.deltaTime) + (transform.right * curSpeedY * Time.deltaTime); if ((currentSpeed + speedModifier) >= maxSpeed && !runningParticles.isPlaying) { runningParticles.Play(true); } else if ((currentSpeed + speedModifier) < maxSpeed && runningParticles.isPlaying) { runningParticles.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); } if (audioSource != null && audioClips.Count > 0) { if ((currentSpeed + speedModifier) > speed * 6f && (currentSpeed + speedModifier) < speed * 8f) { if (audioClips.Count > 1 && audioSource.clip != audioClips[1]) { audioSource.Stop(); audioSource.clip = audioClips[1]; audioSource.Play(); } } else if ((currentSpeed + speedModifier) <= speed * 6f) { if (audioSource.clip != audioClips[0]) { audioSource.Stop(); audioSource.clip = audioClips[0]; audioSource.Play(); } } else if ((currentSpeed + speedModifier) >= speed * 8f) { if (audioClips.Count > 2 && audioSource.clip != audioClips[2]) { audioSource.Stop(); audioSource.clip = audioClips[2]; audioSource.Play(); } } } if (saveDirection != -transform.up) { 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 * 8f); } PlatformManager localP = null; if (collidePlatform != null) { collidePlatform.Step(); collidePlatform.Action(this, platformStatus); localP = collidePlatform; if (platformStatus == "enter" || platformStatus == "stay") { platformStatus = "stay"; collidePlatform = null; } } else { if (platformStatus == "stay") { platformStatus = "exit"; fallingTime = fallingTimer + Time.time; if (localP != null) { localP.Action(this, platformStatus); localP = null; } } } if (Input.GetKeyDown(KeyCode.Space) && (isGrounded || fallingTime > Time.time)) { //inAir = true; if (audioSource != null && jumpClips.Count > 0) { audioSource.PlayOneShot(jumpClips[Random.Range(0, jumpClips.Count)]); } _velocity = Vector3.zero; fallingTime = Time.time; jumpTime = jumpTimer + Time.time; isGrounded = false; } if (jumpTime <= Time.time) { if (!isGrounded) { _velocity += Physics.gravity / 50 * Time.deltaTime; } else { _velocity = Physics.gravity / 10 * Time.deltaTime; } } else { _velocity += transform.up * (jumpSpeed + jumpModifier) / 5 * Time.deltaTime; } chc.Move(moveDirection + _velocity); //rb.MovePosition(rb.position + moveDirection); if (platformStatus == "exit") { isGrounded = false; } } private void FixedUpdate() { downDirection = -transform.up; if (Physics.gravity != (downDirection * 9.81f)) { if (downDirection == Vector3.forward) { downDirection = Vector3.down; } Physics.gravity = downDirection * 9.81f; } /*if (inAir) { // Debug.Log("Jump"); if (audioSource != null && jumpClips.Count > 0) { audioSource.PlayOneShot(jumpClips[Random.Range(0, jumpClips.Count)]); } chc.Move(transform.up * jumpSpeed * 100f * Time.deltaTime); //rb.AddForce(transform.up * jumpSpeed * 100f * Time.deltaTime, ForceMode.Impulse); inAir = false; }*/ if (Vector3.Distance(transform.position, new Vector3(0f, 0f, transform.position.z)) > 10f) { // Debug.Log("Player is falling :)"); this.isFalling = true; } else { this.isFalling = false; } var distanceFromYAxis = new Vector2(transform.position.x, transform.position.y).magnitude; if (UiController.isInMenu == false && distanceFromYAxis > this.maxDistanceFromCenterLine) { Debug.Log("Player fell out of map."); //rb.velocity = Vector3.zero; UiController.isInMenu = true; Physics.gravity = Vector3.down * 9.81f; UiController.SaveGame(); UnityEngine.SceneManagement.SceneManager.LoadScene(0); } } /*void OnCollisionExit(Collision other) { if (other.gameObject.tag != "platform") return; PlatformManager platform = other.gameObject.GetComponent(); if (platform == null) return; platform.Step(); platform.Action(this, "exit"); } void OnCollisionStay(Collision other) { if (other.gameObject.tag != "platform") return; Vector3 contact = other.GetContact(other.contacts.Length - 1).normal; if (contact != -other.transform.up && contact != other.transform.up) { return; } saveDirection = -contact; } void OnCollisionEnter(Collision other) { Debug.Log("Collide :D"); isGrounded = true; if (other.gameObject.tag != "platform") return; PlatformManager platform = other.gameObject.GetComponent(); if (platform != null) { platform.Step(); platform.Action(this, "enter"); } Vector3 contact = other.GetContact(other.contacts.Length - 1).normal; if (contact != -other.transform.up && contact != other.transform.up) { return; } saveDirection = -contact; } */ void OnControllerColliderHit(ControllerColliderHit hit) { Vector3 contact = hit.normal; if (contact.normalized != -hit.gameObject.transform.right.normalized && contact.normalized != hit.gameObject.transform.right.normalized && contact.normalized != hit.gameObject.transform.forward.normalized && contact.normalized != -hit.gameObject.transform.forward.normalized) { jumpModifier = 0.0f; isGrounded = true; } if (platformStatus == "exit" || colliderObject != hit.gameObject) { platformStatus = "enter"; } if (hit.gameObject.tag != "platform") return; colliderObject = hit.gameObject; collidePlatform = hit.gameObject.GetComponent(); if (contact.normalized != -hit.gameObject.transform.up.normalized && contact.normalized != hit.gameObject.transform.up.normalized) { return; } saveDirection = -contact; } }