296 lines
10 KiB
C#
296 lines
10 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlayerController : MonoBehaviour
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{
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public float maxDistanceFromCenterLine = 30.0f;
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[Header("Move")]
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public float speed = 7.5f;
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public float maxSpeed = 15.0f;
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public float minSpeed = 5.0f;
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[HideInInspector]
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public float currentSpeed = 0f;
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private float speedModifier = 0.0f;
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Vector3 moveDirection = Vector3.zero;
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bool canMove = false;
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Rigidbody rb;
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float moveDirectionY;
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public bool isRunning = false;
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public bool isFalling = false;
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[Header("Jump")]
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public float jumpSpeed = 7.5f;
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[HideInInspector]
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public bool inAir = false;
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private bool isGrounded = false;
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[Header("Camera")]
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public float lookSpeed = 7.5f;
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public float lookXLimit = 40.0f;
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public Camera playerCamera;
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public float rotationX = 0;
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[Header("Others")]
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public ParticleSystem runningParticles;
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public Transform mainObject;
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public AudioSource audioSource;
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public List<AudioClip> jumpClips = new List<AudioClip>();
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public List<AudioClip> audioClips = new List<AudioClip>();
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// Start is called before the first frame update
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private Vector3 saveDirection;
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private Vector3 downDirection;
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private Vector3 follow = Vector3.zero;
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private GameObject pullObject = null;
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private GameObject pushObject = null;
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void Start()
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{
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rb = GetComponent<Rigidbody>();
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}
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public void disableCursor()
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{
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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// Update is called once per frame
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void Update()
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{
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if (UiController.isInMenu) return;
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rotationX += -Input.GetAxis("Mouse Y") * lookSpeed;
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rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit);
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playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);
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transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);
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isRunning = Input.GetKey(KeyCode.LeftShift);
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if (canMove && currentSpeed < minSpeed)
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{
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currentSpeed += 0.01f;
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}
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if (Input.GetAxis("Vertical") > 0 && currentSpeed < maxSpeed)
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{
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if (!canMove)
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{
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canMove = true;
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}
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currentSpeed += 0.01f;
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}
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else if (Input.GetAxis("Vertical") < 0 && currentSpeed > minSpeed)
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{
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currentSpeed -= 0.01f;
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}
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float curSpeedX = canMove ? (currentSpeed + speedModifier): 0;
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float curSpeedY = canMove ? (currentSpeed + speedModifier) * Input.GetAxis("Horizontal") : 0;
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moveDirection = (transform.forward * curSpeedX * Time.deltaTime) + (transform.right * curSpeedY * Time.deltaTime);
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if ((currentSpeed + speedModifier) >= maxSpeed && !runningParticles.isPlaying)
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{
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runningParticles.Play(true);
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}
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else if ((currentSpeed + speedModifier) < maxSpeed && runningParticles.isPlaying)
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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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{
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inAir = true;
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isGrounded = false;
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}
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if (audioSource != null && audioClips.Count > 0)
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{
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if ((currentSpeed + speedModifier) > speed * 3f && (currentSpeed + speedModifier) < speed * 6f)
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{
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if (audioClips.Count > 1 && audioSource.clip != audioClips[1])
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{
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audioSource.Stop();
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audioSource.clip = audioClips[1];
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audioSource.Play();
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}
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}
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else if ((currentSpeed + speedModifier) <= speed * 3f)
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{
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if (audioSource.clip != audioClips[0])
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{
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audioSource.Stop();
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audioSource.clip = audioClips[0];
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audioSource.Play();
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}
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}
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else if ((currentSpeed + speedModifier) >= speed * 6f)
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{
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if (audioClips.Count > 2 && audioSource.clip != audioClips[2])
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{
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audioSource.Stop();
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audioSource.clip = audioClips[2];
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audioSource.Play();
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}
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}
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}
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rb.MovePosition(rb.position + moveDirection);
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}
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private void FixedUpdate()
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{
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if (inAir)
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{
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// Debug.Log("Jump");
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if (audioSource != null && jumpClips.Count > 0)
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{
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audioSource.PlayOneShot(jumpClips[Random.Range(0, jumpClips.Count)]);
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}
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rb.AddForce(transform.up * jumpSpeed * 100f * Time.deltaTime, ForceMode.Impulse);
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inAir = false;
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}
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if (Vector3.Distance(transform.position, new Vector3(0f, 0f, transform.position.z)) > 10f)
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{
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// Debug.Log("Player is falling :)");
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this.isFalling = true;
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}
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else
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{
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this.isFalling = false;
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}
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if (saveDirection != Vector3.zero)
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{
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Vector3 axis;
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float angle;
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axis = Vector3.Cross(-transform.up, saveDirection);
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angle = Mathf.Atan2(Vector3.Magnitude(axis), Vector3.Dot(-transform.up, saveDirection));
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transform.RotateAround(axis, angle * Time.deltaTime * 8f);
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}
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var distanceFromYAxis = new Vector2(rb.position.x, rb.position.y).magnitude;
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if (UiController.isInMenu == false && distanceFromYAxis > this.maxDistanceFromCenterLine)
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{
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Debug.Log("Player fell out of map.");
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rb.velocity = Vector3.zero;
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UiController.isInMenu = true;
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Physics.gravity = -Vector3.up * 9.81f;
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UiController.SaveGame();
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UnityEngine.SceneManagement.SceneManager.LoadScene(0);
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}
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}
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void OnCollisionExit(Collision other)
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{
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if (other.gameObject.tag == "platform")
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{
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Physics.gravity = this.downDirection * 9.81f;
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PlatformManager platform = other.gameObject.GetComponent<PlatformManager>();
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if (platform != null)
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{
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platform.Step();
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float step = platform.speed * Time.deltaTime * 10f;
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switch (platform.type)
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{
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case PlatformManager.PlatformType.Push:
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rb.AddForce(-saveDirection * step, ForceMode.VelocityChange);
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break;
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case PlatformManager.PlatformType.Pull:
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rb.AddForce(saveDirection * step, ForceMode.VelocityChange);
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break;
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}
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}
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}
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}
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void OnCollisionStay(Collision other)
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{
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if (other.gameObject.tag != "platform") return;
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PlatformManager platform = other.gameObject.GetComponent<PlatformManager>();
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if (platform == null)
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{
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// FIXME: Should platforms be allowed to not to have a PlatformManager?
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// Debug.Log("ERROR");
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return;
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}
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if (other.GetContact(other.contacts.Length - 1).normal == other.transform.forward
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|| other.GetContact(other.contacts.Length - 1).normal == -other.transform.forward
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|| other.GetContact(other.contacts.Length - 1).normal == -other.transform.right
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|| other.GetContact(other.contacts.Length - 1).normal == other.transform.right
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|| (other.GetContact(other.contacts.Length - 1).normal != -other.transform.up
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&& other.GetContact(other.contacts.Length - 1).normal != other.transform.up)
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)
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{
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return;
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}
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this.downDirection = -transform.up;
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saveDirection = -other.GetContact(other.contacts.Length - 1).normal;
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// TODO: Handle other PlatformTypes
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Physics.gravity = this.downDirection * 9.81f;
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}
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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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PlatformManager platform = other.gameObject.GetComponent<PlatformManager>();
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if (platform != null)
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{
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platform.Step();
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switch (platform.type)
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{
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case PlatformManager.PlatformType.Push:
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break;
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case PlatformManager.PlatformType.Pull:
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break;
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case PlatformManager.PlatformType.RotateY:
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break;
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case PlatformManager.PlatformType.RotateZ:
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break;
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case PlatformManager.PlatformType.SpeedUp:
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speedModifier += platform.speed;
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break;
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case PlatformManager.PlatformType.SpeedDown:
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if (speedModifier - platform.speed >= 0)
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{
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speedModifier -= platform.speed;
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}
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else
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{
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speedModifier = 0.0f;
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}
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break;
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}
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}
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if (other.GetContact(0).normal == other.transform.forward
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|| other.GetContact(0).normal == -other.transform.forward
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|| other.GetContact(0).normal == -other.transform.right
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|| other.GetContact(0).normal == other.transform.right
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|| (other.GetContact(0).normal != -other.transform.up
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&& other.GetContact(0).normal != other.transform.up)
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)
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{
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return;
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}
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saveDirection = -other.GetContact(0).normal;
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Vector3 gDirection = -transform.up;
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if (platform == null)
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{
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gDirection = -transform.up;
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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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}
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}
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