Add jumping and crouching, ensmoothen movement
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@ -18,3 +18,5 @@ MonoBehaviour:
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AirAcceleration: 15
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AirAcceleration: 15
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Friction: 20
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Friction: 20
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AirFriction: 15
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AirFriction: 15
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JumpVelocity: 5
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LeanDegrees: 1
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@ -18,3 +18,5 @@ MonoBehaviour:
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AirAcceleration: 5
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AirAcceleration: 5
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Friction: 8
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Friction: 8
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AirFriction: 4
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AirFriction: 4
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JumpVelocity: 8
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LeanDegrees: 2
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@ -7,19 +7,25 @@ namespace NeonTea.Quakeball.Player {
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public class LocalPlayer : MonoBehaviour {
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public class LocalPlayer : MonoBehaviour {
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public Transform Camera;
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public Transform Camera;
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private float CameraPitch = 0;
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private float Lean = 0;
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private Player Player;
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private Player Player;
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private InputAction LookAction;
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private InputAction LookAction;
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private InputAction MoveAction;
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private InputAction MoveAction;
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private InputAction CrouchAction;
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private InputAction CrouchAction;
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private InputAction JumpAction;
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private void Awake() {
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private void Awake() {
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Player = GetComponent<Player>();
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Player = GetComponent<Player>();
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CrouchAction = new InputAction("crouch", binding: "<Gamepad>/leftCtrl");
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CrouchAction = new InputAction("crouch", binding: "<Gamepad>/buttonEast");
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CrouchAction.AddBinding("<Keyboard>/leftShift");
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CrouchAction.Enable();
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CrouchAction.Enable();
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JumpAction = new InputAction("crouch", binding: "<Gamepad>/buttonSouth");
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JumpAction.AddBinding("<Keyboard>/space");
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JumpAction.Enable();
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LookAction = new InputAction("look", binding: "<Gamepad>/leftStick");
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LookAction = new InputAction("look", binding: "<Gamepad>/leftStick");
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LookAction.AddBinding("<Mouse>/delta");
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LookAction.AddBinding("<Mouse>/delta");
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LookAction.Enable();
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LookAction.Enable();
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@ -31,35 +37,29 @@ namespace NeonTea.Quakeball.Player {
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.With("Left", "<Keyboard>/a")
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.With("Left", "<Keyboard>/a")
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.With("Right", "<Keyboard>/d");
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.With("Right", "<Keyboard>/d");
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MoveAction.Enable();
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MoveAction.Enable();
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}
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Cursor.lockState = CursorLockMode.Locked;
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private void Start() {
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Cursor.visible = false;
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Cursor.visible = false;
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Cursor.lockState = CursorLockMode.Locked;
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}
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}
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private void Update() {
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private void Update() {
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OptionsData Opts = Options.Get();
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OptionsData Opts = Options.Get();
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Vector2 LookInput = LookAction.ReadValue<Vector2>() * Opts.LookSensitivity;
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Vector3 CamEulers = Camera.localEulerAngles;
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CamEulers.y += LookInput.x;
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CameraPitch = Mathf.Clamp(CameraPitch - LookInput.y * (Opts.InvertVerticalLook ? -1 : 1), -90, 90);
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CamEulers.x = CameraPitch;
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Camera.localEulerAngles = CamEulers;
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Player.HeadRotation = Camera.localRotation;
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}
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/// <remarks>
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/// The player only moves on FixedUpdates, so movement-related inputs are handled here, so they get updated right before.
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/// (Script execution order should ensure that LocalPlayer is run before Player.)
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/// </remarks>
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private void FixedUpdate() {
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Vector2 MovementInput = MoveAction.ReadValue<Vector2>();
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Vector2 MovementInput = MoveAction.ReadValue<Vector2>();
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Vector3 Move = new Vector3(MovementInput.x, 0, MovementInput.y);
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Vector3 Move = new Vector3(MovementInput.x, 0, MovementInput.y);
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Vector3 Eulers = Player.HeadRotation.eulerAngles;
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Move = Quaternion.Euler(0, Player.Yaw, 0) * Move;
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Eulers.z = 0;
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Eulers.x = 0;
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Move = Quaternion.Euler(Eulers) * Move;
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Player.MoveDirection = Move;
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Player.MoveDirection = Move;
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Player.MoveStyle = CrouchAction.ReadValue<bool>() ? Player.CrouchingMoveStyle : Player.RunningMoveStyle;
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Player.MoveStyle = CrouchAction.ReadValue<float>() > 0 ? Player.CrouchingMoveStyle : Player.RunningMoveStyle;
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Player.Jumping = JumpAction.ReadValue<float>() > 0;
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Vector2 LookInput = LookAction.ReadValue<Vector2>() * Opts.LookSensitivity;
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Player.Pitch = Mathf.Clamp(Player.Pitch - LookInput.y * (Opts.InvertVerticalLook ? -1 : 1), -90, 90);
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Player.Yaw += LookInput.x;
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float TargetLean = -Vector3.Dot(Player.GroundVelocity / Player.MoveStyle.TargetVelocity, Camera.right) * Player.MoveStyle.LeanDegrees;
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Lean = Mathf.Lerp(Lean, TargetLean, 10f * Time.deltaTime);
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Camera.localEulerAngles = new Vector3(Player.Pitch, Player.Yaw, Lean);
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}
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}
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}
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}
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}
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}
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@ -16,5 +16,9 @@ namespace NeonTea.Quakeball.Player {
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public float Friction;
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public float Friction;
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/// <summary>The friction coefficient in air. Higher values mean faster slowdown, should be less than or equal to <c>Acceleration</c>.</summary>
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/// <summary>The friction coefficient in air. Higher values mean faster slowdown, should be less than or equal to <c>Acceleration</c>.</summary>
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public float AirFriction;
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public float AirFriction;
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/// <summary>The velocity that the player jumps in this style.</summary>
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public float JumpVelocity;
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/// <summary>Degrees that the player leans when moving sideways in this style.</summary>
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public float LeanDegrees;
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}
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}
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}
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}
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@ -12,10 +12,15 @@ namespace NeonTea.Quakeball.Player {
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public MoveStyle RunningMoveStyle;
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public MoveStyle RunningMoveStyle;
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public MoveStyle CrouchingMoveStyle;
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public MoveStyle CrouchingMoveStyle;
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public Transform Head;
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public Transform Head;
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public Transform Body;
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[Header("Player head status")]
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[Header("Player rotation status")]
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/// <summary>The euler angle of the player's head.</summary>
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/// <summary>The pitch of the player's head.</summary>
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public Quaternion HeadRotation;
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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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/// <summary>The yaw of the player body. Calculated from MoveDirection.</summary>
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public float BodyYaw;
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[Header("Player movement status")]
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[Header("Player movement status")]
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/// <summary>The direction the player is going.</summary>
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/// <summary>The direction the player is going.</summary>
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@ -65,12 +70,7 @@ namespace NeonTea.Quakeball.Player {
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}
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}
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public bool IsGrounded() {
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public bool IsGrounded() {
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return Time.fixedTime - GroundedTime <= CoyoteTime;
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return Time.time - GroundedTime <= CoyoteTime && Vector3.Dot(GravitationalVelocity, Vector3.down) >= 0;
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}
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/// <summary>Sets <c>Heading</c> via euler angles.</summary>
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public void SetRotation(float xAngle, float yAngle) {
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MoveDirection = Quaternion.Euler(xAngle, yAngle, 0) * Vector3.forward;
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}
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}
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private void Awake() {
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private void Awake() {
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@ -79,20 +79,30 @@ namespace NeonTea.Quakeball.Player {
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}
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}
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private void Update() {
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private void Update() {
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Head.localRotation = Quaternion.Lerp(Head.localRotation, HeadRotation, 10f * Time.deltaTime);
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if (MoveDirection.magnitude > 0) {
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BodyYaw = Vector3.SignedAngle(Vector3.forward, MoveDirection, Vector3.up);
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}
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Body.localRotation = Quaternion.Lerp(Body.localRotation, Quaternion.Euler(0, BodyYaw, 0), 20f * Time.deltaTime);
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Head.localRotation = Quaternion.Lerp(Head.localRotation, Quaternion.Euler(Pitch, Yaw - BodyYaw, 0), 15f * Time.deltaTime);
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UpdateMovement();
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}
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}
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private void FixedUpdate() {
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private void UpdateMovement() {
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bool Grounded = IsGrounded();
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bool Grounded = IsGrounded();
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if (Grounded) {
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if (Grounded) {
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if (Vector3.Dot(Vector3.down, GravitationalVelocity) > 0) {
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GravitationalVelocity = Vector3.zero;
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GravitationalVelocity = Vector3.zero;
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}
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if (Jumping) {
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GravitationalVelocity = Vector3.up * MoveStyle.JumpVelocity;
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}
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} else {
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} else {
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GravitationalVelocity += Physics.gravity * Time.fixedDeltaTime;
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GravitationalVelocity += Physics.gravity * Time.deltaTime;
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}
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}
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float FrictionVelocityFactor = Mathf.Max(GroundVelocity.magnitude, MoveStyle.StopVelocity);
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float FrictionVelocityFactor = Mathf.Max(GroundVelocity.magnitude, MoveStyle.StopVelocity);
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float Deccel = FrictionVelocityFactor * Time.fixedDeltaTime;
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float Deccel = FrictionVelocityFactor * Time.deltaTime;
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if (Grounded) {
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if (Grounded) {
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Deccel *= MoveStyle.Friction;
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Deccel *= MoveStyle.Friction;
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} else {
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} else {
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@ -104,7 +114,7 @@ namespace NeonTea.Quakeball.Player {
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Vector3 GroundNormal = GroundCast();
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Vector3 GroundNormal = GroundCast();
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Vector3 FixedHeading = Vector3.ProjectOnPlane(MoveDirection, GroundNormal).normalized;
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Vector3 FixedHeading = Vector3.ProjectOnPlane(MoveDirection, GroundNormal).normalized;
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float CurrentSpeed = Vector3.Dot(GroundVelocity, FixedHeading);
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float CurrentSpeed = Vector3.Dot(GroundVelocity, FixedHeading);
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float Acceleration = MoveStyle.TargetVelocity * Time.fixedDeltaTime;
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float Acceleration = MoveStyle.TargetVelocity * Time.deltaTime;
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if (Grounded) {
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if (Grounded) {
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Acceleration *= MoveStyle.Acceleration;
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Acceleration *= MoveStyle.Acceleration;
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} else {
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} else {
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@ -113,9 +123,9 @@ namespace NeonTea.Quakeball.Player {
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Acceleration = Mathf.Min(Acceleration, MoveStyle.TargetVelocity - CurrentSpeed);
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Acceleration = Mathf.Min(Acceleration, MoveStyle.TargetVelocity - CurrentSpeed);
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GroundVelocity += FixedHeading * Acceleration;
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GroundVelocity += FixedHeading * Acceleration;
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CharacterController.Move((GroundVelocity + GravitationalVelocity) * Time.fixedDeltaTime);
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CharacterController.Move((GroundVelocity + GravitationalVelocity) * Time.deltaTime);
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if (CharacterController.isGrounded) {
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if (CharacterController.isGrounded) {
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GroundedTime = Time.fixedTime;
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GroundedTime = Time.time;
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}
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}
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}
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}
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}
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}
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@ -3,10 +3,11 @@
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--- !u!55 &1
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--- !u!55 &1
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PhysicsManager:
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PhysicsManager:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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serializedVersion: 11
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serializedVersion: 13
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m_Gravity: {x: 0, y: -9.81, z: 0}
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m_Gravity: {x: 0, y: -20, z: 0}
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m_DefaultMaterial: {fileID: 0}
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m_DefaultMaterial: {fileID: 0}
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m_BounceThreshold: 2
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m_BounceThreshold: 2
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m_DefaultMaxDepenetrationVelocity: 10
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m_SleepThreshold: 0.005
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m_SleepThreshold: 0.005
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m_DefaultContactOffset: 0.01
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m_DefaultContactOffset: 0.01
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m_DefaultSolverIterations: 6
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m_DefaultSolverIterations: 6
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@ -22,6 +23,7 @@ PhysicsManager:
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m_AutoSyncTransforms: 0
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m_AutoSyncTransforms: 0
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m_ReuseCollisionCallbacks: 1
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m_ReuseCollisionCallbacks: 1
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m_ClothInterCollisionSettingsToggle: 0
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m_ClothInterCollisionSettingsToggle: 0
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m_ClothGravity: {x: 0, y: -9.81, z: 0}
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m_ContactPairsMode: 0
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m_ContactPairsMode: 0
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m_BroadphaseType: 0
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m_BroadphaseType: 0
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m_WorldBounds:
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m_WorldBounds:
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@ -31,4 +33,5 @@ PhysicsManager:
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m_FrictionType: 0
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m_FrictionType: 0
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m_EnableEnhancedDeterminism: 0
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m_EnableEnhancedDeterminism: 0
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m_EnableUnifiedHeightmaps: 1
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m_EnableUnifiedHeightmaps: 1
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m_DefaultMaxAngluarSpeed: 7
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m_SolverType: 0
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m_DefaultMaxAngularSpeed: 7
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@ -15,7 +15,7 @@ TagManager:
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-
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-
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- CollidableEnvironment
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- CollidableEnvironment
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- BulletHitLayer
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- BulletHitLayer
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-
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- InvisibleToPlayerCamera
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-
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-
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-
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-
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-
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-
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