Add player movement and pausing
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8
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38
Assets/Scripts/CameraController.cs
Normal file
38
Assets/Scripts/CameraController.cs
Normal file
@ -0,0 +1,38 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
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using UnityEngine;
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public class CameraController : MonoBehaviour {
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public Transform BodyTransform;
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public Transform HeadTransform;
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private PauseMenu Menu;
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private void Awake() {
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Menu = GameObject.FindGameObjectWithTag("Pause Menu").GetComponent<PauseMenu>();
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}
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private void Update() {
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Cursor.visible = true;
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Cursor.lockState = CursorLockMode.None;
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} else {
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Vector3 Eulers = BodyTransform.localEulerAngles;
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Eulers.y += Input.GetAxis("Mouse X");
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BodyTransform.localEulerAngles = Eulers;
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Eulers.x -= Input.GetAxis("Mouse Y");
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if (Eulers.x > 90 && Eulers.x < 180) {
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21
Assets/Scripts/PauseMenu.cs
Normal file
21
Assets/Scripts/PauseMenu.cs
Normal file
@ -0,0 +1,21 @@
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using UnityEngine;
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[RequireComponent(typeof(CanvasGroup))]
|
||||
public class PauseMenu : MonoBehaviour {
|
||||
public bool Paused = false;
|
||||
|
||||
private CanvasGroup Canvas;
|
||||
|
||||
private void Awake() {
|
||||
Canvas = GetComponent<CanvasGroup>();
|
||||
}
|
||||
|
||||
private void Update() {
|
||||
if (Input.GetKeyDown(KeyCode.Escape)) {
|
||||
Paused = !Paused;
|
||||
}
|
||||
|
||||
Time.timeScale = Mathf.Lerp(Time.timeScale, Paused ? 0 : 1, 10f * Time.unscaledDeltaTime);
|
||||
Canvas.alpha = Mathf.Lerp(Canvas.alpha, Paused ? 1 : 0, 10f * Time.unscaledDeltaTime);
|
||||
}
|
||||
}
|
11
Assets/Scripts/PauseMenu.cs.meta
Normal file
11
Assets/Scripts/PauseMenu.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f6829428ba845e44e915027851669930
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
69
Assets/Scripts/PlayerController.cs
Normal file
69
Assets/Scripts/PlayerController.cs
Normal file
@ -0,0 +1,69 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(CharacterController))]
|
||||
public class PlayerController : MonoBehaviour {
|
||||
public float MovementSpeed;
|
||||
public float JumpVelocity;
|
||||
[Tooltip("How long after falling off a ledge can the player still jump?")]
|
||||
public float JumpGracePeriod;
|
||||
[Tooltip("Lower values make the movement feel floatier.")]
|
||||
public float Antislipperiness = 1;
|
||||
[Tooltip("Lower values make the movement feel floatier in air.")]
|
||||
public float AntislipperinessInAir = 1;
|
||||
|
||||
[Header("Runtime values")]
|
||||
public bool Grounded;
|
||||
|
||||
private CharacterController Character;
|
||||
|
||||
private Vector3 GroundVelocity = new Vector3();
|
||||
private float FallingVelocity;
|
||||
private float LastGroundedTime;
|
||||
|
||||
private void Awake() {
|
||||
Character = GetComponent<CharacterController>();
|
||||
}
|
||||
|
||||
private void Start() {
|
||||
LastGroundedTime = -JumpGracePeriod;
|
||||
Grounded = false;
|
||||
}
|
||||
|
||||
private void Update() {
|
||||
// Groundedness stuff and gravity
|
||||
if (Character.isGrounded) {
|
||||
FallingVelocity = Mathf.Max(0, FallingVelocity);
|
||||
LastGroundedTime = Time.time;
|
||||
} else {
|
||||
FallingVelocity += Physics.gravity.y * Time.deltaTime;
|
||||
}
|
||||
Grounded = Time.time - LastGroundedTime <= JumpGracePeriod && FallingVelocity <= 0;
|
||||
|
||||
// Jumping
|
||||
if (Input.GetButton("Jump") && Grounded) {
|
||||
FallingVelocity = JumpVelocity;
|
||||
Grounded = false;
|
||||
}
|
||||
|
||||
float SlippyFactor = Grounded ? Antislipperiness : AntislipperinessInAir;
|
||||
|
||||
// Subtract friction
|
||||
float FrictionFactor = Mathf.Max(GroundVelocity.magnitude, 1);
|
||||
float Friction = Mathf.Min(GroundVelocity.magnitude, FrictionFactor * SlippyFactor * Time.deltaTime);
|
||||
GroundVelocity -= Friction * GroundVelocity.normalized;
|
||||
|
||||
// Add player input momentum
|
||||
float TargetSpeed = MovementSpeed; // Tweak this to enable running or stuff
|
||||
Vector3 Move = transform.forward * Input.GetAxis("Vertical") + transform.right * Input.GetAxis("Horizontal");
|
||||
if (Move.magnitude > 0) {
|
||||
float CurrentSpeed = Vector3.Dot(Move, GroundVelocity);
|
||||
float SpeedDiff = TargetSpeed - CurrentSpeed;
|
||||
float Acceleration = Mathf.Min(SpeedDiff, TargetSpeed * SlippyFactor * Time.deltaTime);
|
||||
GroundVelocity += Move * Acceleration;
|
||||
}
|
||||
|
||||
Character.Move((GroundVelocity + FallingVelocity * Vector3.up) * Time.deltaTime);
|
||||
}
|
||||
}
|
11
Assets/Scripts/PlayerController.cs.meta
Normal file
11
Assets/Scripts/PlayerController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6b513dcf57a19464b92ff712f770f105
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -13,9 +13,9 @@ InputManager:
|
||||
positiveButton: right
|
||||
altNegativeButton: a
|
||||
altPositiveButton: d
|
||||
gravity: 3
|
||||
gravity: 1000
|
||||
dead: 0.001
|
||||
sensitivity: 3
|
||||
sensitivity: 1000
|
||||
snap: 1
|
||||
invert: 0
|
||||
type: 0
|
||||
@ -29,9 +29,9 @@ InputManager:
|
||||
positiveButton: up
|
||||
altNegativeButton: s
|
||||
altPositiveButton: w
|
||||
gravity: 3
|
||||
gravity: 1000
|
||||
dead: 0.001
|
||||
sensitivity: 3
|
||||
sensitivity: 1000
|
||||
snap: 1
|
||||
invert: 0
|
||||
type: 0
|
||||
|
@ -3,7 +3,8 @@
|
||||
--- !u!78 &1
|
||||
TagManager:
|
||||
serializedVersion: 2
|
||||
tags: []
|
||||
tags:
|
||||
- Pause Menu
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
Loading…
Reference in New Issue
Block a user