GGJ2022/Assets/Scripts/PlayerController.cs

197 lines
6.7 KiB
C#

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 bool jump = false;
private bool isGrounded = false;
public bool isRunning = false;
private Vector3 saveRotation;
private Vector3 saveStartRotation;
private Vector3 downDirection;
private Vector3 follow = Vector3.zero;
void Start()
{
rb = GetComponent<Rigidbody>();
}
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;
}
}
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<PlatformManager>();
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;
}
// if (platform.type == PlatformManager.PlatformType.SpeedUp)
// {
angle = Mathf.Atan2(Vector3.Magnitude(axis), Vector3.Dot(-transform.up, -other.GetContact(0).normal));
transform.Rotate(axis * angle * 100.0f * Time.deltaTime);
//transform.RotateAround(axis, angle);
// }
// 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;
}
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.Rotate(axis * angle * 100.0f * Time.deltaTime);
//transform.RotateAround(axis, angle);
}
Vector3 gDirection;
PlatformManager platform = other.gameObject.GetComponent<PlatformManager>();
gDirection = -transform.up;
if (platform == null)
{
// FIXME: remove
this.downDirection = -transform.up;
return;
}
if (platform.type == PlatformManager.PlatformType.Pull)
{
gDirection = -other.GetContact(0).normal;
}
else if (platform.type == PlatformManager.PlatformType.Push)
{
gDirection = -other.GetContact(0).normal;
}
else if ((platform.type == PlatformManager.PlatformType.RotateY || platform.type == PlatformManager.PlatformType.RotateZ))
{
gDirection = -other.GetContact(0).normal;
}
else if (platform.type == PlatformManager.PlatformType.SpeedUp)
{
rb.AddForce(other.transform.forward * platform.speed * Time.deltaTime, ForceMode.Impulse);
gDirection = -other.GetContact(0).normal;
}
else if (platform.type == PlatformManager.PlatformType.SpeedDown)
{
rb.AddForce(other.transform.forward * platform.speed * 10 * Time.deltaTime, ForceMode.Impulse);
gDirection = -other.GetContact(0).normal;
}
this.downDirection = gDirection;
Physics.gravity = gDirection * 9.81f;
}
}
}