2020-08-02 02:52:38 +02:00
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using UnityEngine;
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2020-08-07 20:20:13 +02:00
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using NeonTea.Quakeball.Networking.Packets;
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2020-08-08 03:17:54 +02:00
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using NeonTea.Quakeball.Util;
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2020-08-08 06:00:17 +02:00
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using NeonTea.Quakeball.Networking;
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using NeonTea.Quakeball.Networking.Instances;
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2020-08-08 07:23:23 +02:00
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using NeonTea.Quakeball.Combat;
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2020-08-08 14:37:55 +02:00
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using NeonTea.Quakeball.Interface;
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2020-08-10 17:41:07 +02:00
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using NeonTea.Quakeball.Animation;
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2020-08-10 19:35:54 +02:00
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using NeonTea.Quakeball.Audio;
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2020-08-02 02:52:38 +02:00
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2020-08-07 20:23:21 +02:00
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namespace NeonTea.Quakeball.Players {
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2020-08-02 02:52:38 +02:00
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/// <summary>The central glue class for players (both local and remote).</summary>
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/// <remarks>Other classes will handle netcode/inputs, and then speak to this class in order to make the little people run around.</remarks>
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[RequireComponent(typeof(CharacterController))]
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public class Player : MonoBehaviour {
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2020-08-08 01:57:12 +02:00
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/// <summary>The duration after running off a cliff, during which the player should still be considered grounded.</summary>
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2020-08-02 02:52:38 +02:00
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public float CoyoteTime;
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2020-08-08 03:44:45 +02:00
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public float PingBias;
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2020-08-02 02:52:38 +02:00
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2020-08-06 19:58:10 +02:00
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public MoveStyle[] MoveStyles;
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2020-08-05 23:15:28 +02:00
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public Transform Gun;
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public Animator GunAnimator;
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2020-08-02 02:52:38 +02:00
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2020-08-10 17:41:07 +02:00
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public SoldierProceduralAnimator SoldierProceduralAnimator;
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2020-08-08 15:40:26 +02:00
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[Tooltip("GameObjects that are disabled on death and re-enabled on respawn.")]
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public GameObject[] DisabledOnDeath;
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2020-08-08 05:20:23 +02:00
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[Header("Shooting")]
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[Tooltip("For raycasting the shoot target.")]
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public Transform CameraRoot;
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public Transform BulletSourcePoint;
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public LayerMask BulletHitLayer;
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2020-08-10 19:35:54 +02:00
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public LayerMask BulletPassLayer;
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2020-08-08 08:09:34 +02:00
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public float Cooldown;
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2020-08-08 05:20:23 +02:00
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2020-08-08 03:17:54 +02:00
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[Header("Visuals")]
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2020-08-11 00:43:24 +02:00
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public float LerpedDesyncDistance;
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public DesyncLerper[] Lerpables;
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2020-08-08 05:40:01 +02:00
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public float Lean;
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public GameObject LaserPrefab;
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2020-08-08 07:19:46 +02:00
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public ParticleSystem Splatter;
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[Header("Audio")]
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public AudioSource GunShotAudioSource;
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public AudioClip RaygunClip;
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public AudioSource HitAudioSource;
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public AudioSource LocalHitAudioSource;
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2020-08-02 03:45:54 +02:00
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[Header("Player rotation status")]
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/// <summary>The pitch of the player's head.</summary>
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public float Pitch;
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/// <summary>The total yaw of the player. Head yaw is Yaw - BodyYaw.</summary>
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public float Yaw;
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2020-08-02 02:52:38 +02:00
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[Header("Player movement status")]
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/// <summary>The direction the player is going.</summary>
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public Vector3 MoveDirection;
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/// <summary>The amount of movement the player wants to happen.</summary>
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/// <remarks>Without analog controls, always 0 or 1.</remarks>
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public float InputSpeed;
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/// <summary>The way the player is moving.</summary>
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2020-08-06 19:58:10 +02:00
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public byte CurrentMoveStyle = 0;
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public MoveStyle MoveStyle => MoveStyles[CurrentMoveStyle];
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2020-08-02 02:52:38 +02:00
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[Header("Runtime computed values")]
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/// <summary>The speed at which the player is currently moving across the ground.</summary>
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public Vector3 GroundVelocity;
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/// <summary>The speed at which the player is rising or falling.</summary>
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public Vector3 GravitationalVelocity;
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/// <summary>The timestamp of when the player was last on the ground.</summary>
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public float GroundedTime;
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2020-08-08 06:00:17 +02:00
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/// <summary> The possible networked Id of this Player instance </summary>
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public ulong NetId;
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2020-08-08 14:37:55 +02:00
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/// <summary> Is the player dead</summary>
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public bool IsDead;
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2020-08-08 01:57:12 +02:00
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public float LatestGroundedY;
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2020-08-02 02:52:38 +02:00
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[Header("Misc. technical knobs")]
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public float GroundCastLength = 0.2f;
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public LayerMask GroundLayer;
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[Header("Debug settings")]
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public bool ShowGroundCast;
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2020-08-05 23:15:28 +02:00
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public bool ShowMoveVector;
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2020-08-02 02:52:38 +02:00
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private CharacterController CharacterController;
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private Vector3 FeetPosition;
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2020-08-08 08:09:34 +02:00
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private float LastShot;
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private float TimeofDeath;
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2020-08-07 20:12:53 +02:00
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/// <summary>Creates a PlayerUpdatePckt representing this Player's current status, for sending to other peers.</summary>
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2020-08-07 23:59:51 +02:00
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public PlayerUpdatePckt CreateUpdatePacket(ulong id = 0) {
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return new PlayerUpdatePckt(MoveDirection, CurrentMoveStyle, Pitch, Yaw, id);
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2020-08-07 20:12:53 +02:00
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}
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2020-08-08 00:15:33 +02:00
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/// <summary>Updates this Player with the given packet.</summary>
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public void ProcessUpdatePacket(PlayerUpdatePckt packet) {
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2020-08-10 17:41:07 +02:00
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if (!IsDead) {
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Pitch = packet.Pitch;
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Yaw = packet.Yaw;
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MoveDirection = packet.MoveDirection;
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CurrentMoveStyle = packet.MoveStyle;
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}
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2020-08-07 20:12:53 +02:00
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}
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2020-08-08 00:15:33 +02:00
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/// <summary>Creates a PlayerSyncPacket representing this Player's position and velocity, for sending to the server.</summary>
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2020-08-08 00:21:02 +02:00
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public PlayerSyncPacket CreateSyncPacket(ulong id = 0, bool unsynced = false) {
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return new PlayerSyncPacket(id, unsynced, transform.position, GroundVelocity);
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2020-08-07 23:59:51 +02:00
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}
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2020-08-08 00:15:33 +02:00
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/// <summary>Applies the sync packet, checking it for cheatiness if shouldApply is false.</summary>
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2020-08-08 00:21:02 +02:00
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public bool ProcessSyncPacket(PlayerSyncPacket syncPckt, bool shouldApplyWithoutInspection = true) {
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2020-08-08 00:15:33 +02:00
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bool ShouldApply = shouldApplyWithoutInspection;
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if (!shouldApplyWithoutInspection) {
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// TODO: Gaze into the crystal ball to determine the nefariousness level of the packet and update ShouldApply accordingly.
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2020-08-08 00:26:28 +02:00
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ShouldApply = true;
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2020-08-08 00:15:33 +02:00
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}
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if (ShouldApply) {
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2020-08-08 03:17:54 +02:00
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Vector3 Delta = transform.position - syncPckt.Location;
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2020-08-11 00:43:24 +02:00
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if (Delta.magnitude < LerpedDesyncDistance) {
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2020-08-08 03:17:54 +02:00
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// Player is close enough to the sync packet, lerp them over.
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foreach (DesyncLerper Lerper in Lerpables) {
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Lerper.Offset(Delta);
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}
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}
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2020-08-08 00:15:33 +02:00
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transform.position = syncPckt.Location;
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2020-08-08 00:26:28 +02:00
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GroundVelocity = syncPckt.GroundVelocity;
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2020-08-08 00:15:33 +02:00
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}
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2020-08-08 00:21:02 +02:00
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return ShouldApply;
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2020-08-07 23:59:51 +02:00
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}
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2020-08-07 22:25:56 +02:00
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public bool Jump() {
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2020-08-08 03:44:45 +02:00
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bool IsCoyoteTime = Time.time - GroundedTime <= CoyoteTime + PingBias;
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2020-08-08 01:57:12 +02:00
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if (IsCoyoteTime || IsGrounded()) {
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2020-08-07 22:25:56 +02:00
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GravitationalVelocity = Vector3.up * MoveStyle.JumpVelocity;
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2020-08-08 01:57:12 +02:00
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Vector3 Pos = transform.position;
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Pos.y = LatestGroundedY;
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transform.position = Pos;
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2020-08-07 22:25:56 +02:00
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return true;
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} else {
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return false;
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}
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}
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2020-08-08 04:26:17 +02:00
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public void Shoot() {
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2020-08-08 08:09:34 +02:00
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float delta = Time.time - LastShot;
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if (Net.Singleton.Instance is Server) {
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float ping = ((Server)Net.Singleton.Instance).Players[NetId].Ping;
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delta += ping;
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}
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if (delta < Cooldown) {
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return;
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}
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LastShot = Time.time;
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2020-08-08 07:23:23 +02:00
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Vector3 GunPoint = BulletSourcePoint.position;
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Vector3 ShotDelta = CameraRoot.forward * 1000f;
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2020-08-08 05:20:23 +02:00
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Vector3 From = CameraRoot.position;
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Vector3 Direction = CameraRoot.forward;
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2020-08-10 19:35:54 +02:00
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RaycastHit[] Hits = Physics.RaycastAll(From, Direction, 1000f, BulletHitLayer | BulletPassLayer);
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2020-08-08 15:11:29 +02:00
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System.Array.Sort(Hits, (a, b) => { return a.distance.CompareTo(b.distance); });
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2020-08-08 07:35:36 +02:00
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foreach (RaycastHit Hit in Hits) {
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2020-08-08 10:32:07 +02:00
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ShotDelta = Hit.point - GunPoint;
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2020-08-08 07:35:36 +02:00
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Player Player = Hit.rigidbody != null ? Hit.rigidbody.GetComponent<Player>() : null;
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if (Player == this) {
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continue;
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}
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2020-08-10 19:35:54 +02:00
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if (((1 << Hit.collider.gameObject.layer) & BulletPassLayer) != 0) {
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ImpactSound ImpactSound = Hit.collider.GetComponent<ImpactSound>();
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if (ImpactSound != null) {
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ImpactSound.PlayAt(Hit.point);
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}
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continue;
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}
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2020-08-08 07:35:36 +02:00
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if (Player != null) {
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if (Net.Singleton.Instance is Server) {
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2020-08-08 09:08:10 +02:00
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((Server)Net.Singleton.Instance).SendHit(NetId, Player.NetId);
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Player.Hit(NetId);
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2020-08-08 05:20:23 +02:00
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}
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}
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2020-08-08 07:35:36 +02:00
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break;
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2020-08-08 05:20:23 +02:00
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}
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2020-08-08 07:23:23 +02:00
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2020-08-10 20:04:32 +02:00
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GunAnimator.SetBool("Shot", true);
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2020-08-08 07:23:23 +02:00
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GameObject LaserEffect = Instantiate(LaserPrefab);
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Laser Laser = LaserEffect.GetComponent<Laser>();
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Laser.From = GunPoint;
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Laser.To = GunPoint + ShotDelta;
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2020-08-08 07:59:44 +02:00
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2020-08-08 08:50:55 +02:00
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GunShotAudioSource.PlayOneShot(RaygunClip);
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2020-08-08 04:26:17 +02:00
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}
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2020-08-08 09:08:10 +02:00
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public void Hit(ulong sourceUid) {
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2020-08-10 17:41:07 +02:00
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Terminal.Singleton.Println($"{NetId} hit sourceIid: {sourceUid}");
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2020-08-08 08:50:37 +02:00
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if (Net.Singleton.Instance is Server) {
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2020-08-08 14:37:55 +02:00
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((Server)Net.Singleton.Instance).HandlePlayerDeath(NetId, sourceUid);
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2020-08-08 08:50:37 +02:00
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}
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2020-08-08 09:08:10 +02:00
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bool IsLocal = true;
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if (Net.Singleton.Instance != null) {
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IsLocal = Net.Singleton.Instance.LocalPlayer.Id == sourceUid;
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}
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2020-08-08 07:19:46 +02:00
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Splatter.Play();
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2020-08-08 08:50:55 +02:00
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HitAudioSource.Play();
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2020-08-08 09:34:09 +02:00
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if (IsLocal) {
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Net.Singleton.Instance.LocalPlayer.Controlled.LocalHitAudioSource.Play();
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}
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2020-08-08 06:00:17 +02:00
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}
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2020-08-08 14:37:55 +02:00
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/// <summary>Called when this Player is dead</summary>
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public void Dead(ulong killer) {
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2020-08-10 17:41:07 +02:00
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Terminal.Singleton.Println($"{killer} killed me: {NetId}, deadness currently: {IsDead}");
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2020-08-08 14:37:55 +02:00
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if (IsDead) {
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return;
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}
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if (Net.Singleton.Instance != null && Net.Singleton.Instance.LocalPlayer.Id == NetId) {
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string name = $"Connection {killer}";
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GameObject.FindGameObjectWithTag("DeadScreen").GetComponent<DeadScreen>().StartCountdown(name);
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2020-08-08 15:22:46 +02:00
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Net.Singleton.Instance.LocalPlayer.Controlled.GetComponent<LocalPlayer>().DisableInput += 1;
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2020-08-08 14:37:55 +02:00
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}
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2020-08-10 17:41:07 +02:00
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SoldierProceduralAnimator.StartRagdoll();
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2020-08-08 14:37:55 +02:00
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TimeofDeath = Time.time;
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2020-08-08 15:22:46 +02:00
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MoveDirection = Vector3.zero;
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2020-08-08 15:40:26 +02:00
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foreach (GameObject obj in DisabledOnDeath) {
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obj.SetActive(false);
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}
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2020-08-08 14:37:55 +02:00
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IsDead = true;
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}
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/// <summary>Called when this Player is respawned, after dying.</summary>
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public void Respawn(Vector3 location) {
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2020-08-10 17:41:07 +02:00
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Terminal.Singleton.Println($"Respawned (I am {NetId}), deadness before proper resurrection: {IsDead}");
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2020-08-10 02:19:21 +02:00
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if (Net.Singleton.Instance != null && Net.Singleton.Instance.LocalPlayer.Id == NetId && IsDead) {
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2020-08-08 14:37:55 +02:00
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GameObject.FindGameObjectWithTag("DeadScreen").GetComponent<DeadScreen>().Open = false;
|
2020-08-08 15:22:46 +02:00
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|
Net.Singleton.Instance.LocalPlayer.Controlled.GetComponent<LocalPlayer>().DisableInput -= 1;
|
2020-08-08 14:37:55 +02:00
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}
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transform.position = location;
|
2020-08-10 17:41:07 +02:00
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|
SoldierProceduralAnimator.StopRagdoll();
|
2020-08-08 15:40:26 +02:00
|
|
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|
foreach (GameObject obj in DisabledOnDeath) {
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|
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|
obj.SetActive(true);
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|
}
|
2020-08-08 14:37:55 +02:00
|
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|
IsDead = false;
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|
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|
}
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|
2020-08-02 02:52:38 +02:00
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|
|
|
public bool IsGrounded() {
|
2020-08-08 01:57:12 +02:00
|
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|
return CharacterController.isGrounded && Vector3.Dot(GravitationalVelocity, Vector3.down) >= 0;
|
2020-08-02 02:52:38 +02:00
|
|
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|
}
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|
|
|
|
|
2020-08-10 01:27:48 +02:00
|
|
|
|
/// <summary>The normal of the ground below the player. If there is no ground, it's <c>Vector3.up</c> by default.</summary>
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|
|
|
|
private Vector3 GroundCast() {
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|
|
|
|
RaycastHit hit;
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|
|
|
|
Vector3 feetPosition = FeetPosition + transform.position + CharacterController.center + Vector3.down * CharacterController.height / 2;
|
|
|
|
|
if (ShowGroundCast) {
|
|
|
|
|
Debug.DrawLine(feetPosition, feetPosition - Vector3.up, Color.red, 1f);
|
|
|
|
|
}
|
|
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|
if (Physics.Raycast(feetPosition, -Vector3.up, out hit, GroundCastLength, GroundLayer)) {
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|
return hit.normal;
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|
|
|
} else {
|
|
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|
return Vector3.up;
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|
|
|
|
}
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|
|
|
}
|
|
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|
|
|
2020-08-02 02:52:38 +02:00
|
|
|
|
private void Awake() {
|
|
|
|
|
CharacterController = GetComponent<CharacterController>();
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|
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|
FeetPosition = transform.position + CharacterController.center - Vector3.up * (CharacterController.height / 2 + CharacterController.skinWidth / 2);
|
2020-08-08 01:26:56 +02:00
|
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|
|
if (GameObject.FindObjectOfType<Util.PhysicsSyncer>() == null) {
|
|
|
|
|
Debug.LogWarning("Player.Awake: There is no PhysicsSyncer in this scene! Some code will not work as expected.");
|
|
|
|
|
}
|
2020-08-10 21:31:29 +02:00
|
|
|
|
LastShot = Time.time - Cooldown;
|
2020-08-02 02:52:38 +02:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void Update() {
|
2020-08-08 14:37:55 +02:00
|
|
|
|
if (Net.Singleton.Instance is Server) {
|
|
|
|
|
if (IsDead && (Time.time - TimeofDeath > 3)) {
|
|
|
|
|
((Server)Net.Singleton.Instance).HandlePlayerRespawn(NetId);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2020-08-08 05:40:01 +02:00
|
|
|
|
float TargetLean = -Vector3.Dot(GroundVelocity / MoveStyle.TargetVelocity, CameraRoot.right) * MoveStyle.LeanDegrees;
|
|
|
|
|
Lean = Mathf.Lerp(Lean, TargetLean, 30f * Time.deltaTime);
|
2020-08-10 19:49:24 +02:00
|
|
|
|
CameraRoot.localEulerAngles = new Vector3(Pitch - CameraRoot.parent.eulerAngles.x, Yaw - CameraRoot.parent.eulerAngles.y, Lean);
|
2020-08-08 14:37:55 +02:00
|
|
|
|
}
|
2020-08-08 05:40:01 +02:00
|
|
|
|
|
2020-08-08 14:37:55 +02:00
|
|
|
|
private void LateUpdate() {
|
2020-08-10 20:04:32 +02:00
|
|
|
|
GunAnimator.SetBool("Shot", false);
|
2020-08-02 03:45:54 +02:00
|
|
|
|
UpdateMovement();
|
2020-08-02 02:52:38 +02:00
|
|
|
|
}
|
|
|
|
|
|
2020-08-02 03:45:54 +02:00
|
|
|
|
private void UpdateMovement() {
|
2020-08-02 02:52:38 +02:00
|
|
|
|
bool Grounded = IsGrounded();
|
|
|
|
|
|
2020-08-07 22:25:56 +02:00
|
|
|
|
bool FallingDown = Vector3.Dot(Vector3.down, GravitationalVelocity) > 0;
|
|
|
|
|
if (Grounded && FallingDown) {
|
2020-08-10 01:27:48 +02:00
|
|
|
|
GravitationalVelocity = GroundCastLength * Vector3.down;
|
2020-08-07 22:25:56 +02:00
|
|
|
|
} else if (!Grounded) {
|
2020-08-02 03:45:54 +02:00
|
|
|
|
GravitationalVelocity += Physics.gravity * Time.deltaTime;
|
2020-08-02 02:52:38 +02:00
|
|
|
|
}
|
|
|
|
|
|
2020-08-10 18:42:06 +02:00
|
|
|
|
Vector3 GroundNormal = GroundCast();
|
|
|
|
|
|
2020-08-02 02:52:38 +02:00
|
|
|
|
float FrictionVelocityFactor = Mathf.Max(GroundVelocity.magnitude, MoveStyle.StopVelocity);
|
2020-08-02 03:45:54 +02:00
|
|
|
|
float Deccel = FrictionVelocityFactor * Time.deltaTime;
|
2020-08-10 18:42:06 +02:00
|
|
|
|
if (Grounded || GroundNormal != Vector3.up) {
|
2020-08-02 02:52:38 +02:00
|
|
|
|
Deccel *= MoveStyle.Friction;
|
|
|
|
|
} else {
|
|
|
|
|
Deccel *= MoveStyle.AirFriction;
|
|
|
|
|
}
|
|
|
|
|
float FrictionedVelocity = Mathf.Max(0, GroundVelocity.magnitude - Deccel);
|
|
|
|
|
GroundVelocity = GroundVelocity.normalized * FrictionedVelocity;
|
|
|
|
|
|
|
|
|
|
Vector3 FixedHeading = Vector3.ProjectOnPlane(MoveDirection, GroundNormal).normalized;
|
|
|
|
|
float CurrentSpeed = Vector3.Dot(GroundVelocity, FixedHeading);
|
2020-08-02 03:45:54 +02:00
|
|
|
|
float Acceleration = MoveStyle.TargetVelocity * Time.deltaTime;
|
2020-08-10 18:42:06 +02:00
|
|
|
|
if (Grounded || GroundNormal != Vector3.up) {
|
2020-08-02 02:52:38 +02:00
|
|
|
|
Acceleration *= MoveStyle.Acceleration;
|
|
|
|
|
} else {
|
|
|
|
|
Acceleration *= MoveStyle.AirAcceleration;
|
|
|
|
|
}
|
|
|
|
|
Acceleration = Mathf.Min(Acceleration, MoveStyle.TargetVelocity - CurrentSpeed);
|
|
|
|
|
GroundVelocity += FixedHeading * Acceleration;
|
|
|
|
|
|
2020-08-10 18:42:06 +02:00
|
|
|
|
CharacterController.Move((GravitationalVelocity + GroundVelocity) * Time.deltaTime);
|
2020-08-02 02:52:38 +02:00
|
|
|
|
if (CharacterController.isGrounded) {
|
2020-08-02 03:45:54 +02:00
|
|
|
|
GroundedTime = Time.time;
|
2020-08-08 01:57:12 +02:00
|
|
|
|
LatestGroundedY = transform.position.y;
|
|
|
|
|
}
|
|
|
|
|
if (GravitationalVelocity.y > 0.1 && Mathf.Abs(CharacterController.velocity.y) < 0.1) {
|
2020-08-10 01:27:48 +02:00
|
|
|
|
// Hit a roof while jumping, reset falling velocity downwards (same as "static gravity" when grounded)
|
|
|
|
|
GravitationalVelocity.y = GroundCastLength;
|
2020-08-02 02:52:38 +02:00
|
|
|
|
}
|
2020-08-10 18:42:06 +02:00
|
|
|
|
|
2020-08-05 23:15:28 +02:00
|
|
|
|
if (ShowMoveVector) {
|
2020-08-10 01:27:48 +02:00
|
|
|
|
Debug.DrawLine(transform.position + CharacterController.center, transform.position + CharacterController.center + GravitationalVelocity, Color.yellow, 1.0f);
|
|
|
|
|
Debug.DrawLine(transform.position + CharacterController.center, transform.position + CharacterController.center + GroundVelocity, Color.green, 1.0f);
|
2020-08-05 23:15:28 +02:00
|
|
|
|
}
|
2020-08-06 19:58:10 +02:00
|
|
|
|
|
|
|
|
|
float TargetBobbiness = Grounded ? GroundVelocity.magnitude / MoveStyle.TargetVelocity : 0;
|
2020-08-10 20:04:32 +02:00
|
|
|
|
GunAnimator.SetLayerWeight(1, Mathf.Lerp(GunAnimator.GetLayerWeight(1), TargetBobbiness, 10f * Time.deltaTime));
|
2020-08-02 02:52:38 +02:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|