Add player movement and pausing

This commit is contained in:
Jens Pitkänen 2020-04-18 19:26:35 +03:00
parent 92adf730e9
commit 7afcf15dbd
10 changed files with 843 additions and 24 deletions

View File

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8
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraController : MonoBehaviour {
public Transform BodyTransform;
public Transform HeadTransform;
private PauseMenu Menu;
private void Awake() {
Menu = GameObject.FindGameObjectWithTag("Pause Menu").GetComponent<PauseMenu>();
}
private void Update() {
if (Menu.Paused) {
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
} else {
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
Vector3 Eulers = BodyTransform.localEulerAngles;
Eulers.y += Input.GetAxis("Mouse X");
BodyTransform.localEulerAngles = Eulers;
Eulers = HeadTransform.localEulerAngles;
Eulers.x -= Input.GetAxis("Mouse Y");
if (Eulers.x > 90 && Eulers.x < 180) {
Eulers.x = 90;
}
if (Eulers.x < 270 && Eulers.x > 180) {
Eulers.x = 270;
}
HeadTransform.localEulerAngles = Eulers;
}
}
}

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using UnityEngine;
[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);
}
}

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@ -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);
}
}

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@ -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

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@ -3,7 +3,8 @@
--- !u!78 &1
TagManager:
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tags: []
tags:
- Pause Menu
layers:
- Default
- TransparentFX