Add jumping and crouching, ensmoothen movement
This commit is contained in:
parent
d52cded64e
commit
60f59c1392
@ -18,3 +18,5 @@ MonoBehaviour:
|
||||
AirAcceleration: 15
|
||||
Friction: 20
|
||||
AirFriction: 15
|
||||
JumpVelocity: 5
|
||||
LeanDegrees: 1
|
||||
|
@ -18,3 +18,5 @@ MonoBehaviour:
|
||||
AirAcceleration: 5
|
||||
Friction: 8
|
||||
AirFriction: 4
|
||||
JumpVelocity: 8
|
||||
LeanDegrees: 2
|
||||
|
@ -7,19 +7,25 @@ namespace NeonTea.Quakeball.Player {
|
||||
public class LocalPlayer : MonoBehaviour {
|
||||
public Transform Camera;
|
||||
|
||||
private float CameraPitch = 0;
|
||||
private float Lean = 0;
|
||||
|
||||
private Player Player;
|
||||
private InputAction LookAction;
|
||||
private InputAction MoveAction;
|
||||
private InputAction CrouchAction;
|
||||
private InputAction JumpAction;
|
||||
|
||||
private void Awake() {
|
||||
Player = GetComponent<Player>();
|
||||
|
||||
CrouchAction = new InputAction("crouch", binding: "<Gamepad>/leftCtrl");
|
||||
CrouchAction = new InputAction("crouch", binding: "<Gamepad>/buttonEast");
|
||||
CrouchAction.AddBinding("<Keyboard>/leftShift");
|
||||
CrouchAction.Enable();
|
||||
|
||||
JumpAction = new InputAction("crouch", binding: "<Gamepad>/buttonSouth");
|
||||
JumpAction.AddBinding("<Keyboard>/space");
|
||||
JumpAction.Enable();
|
||||
|
||||
LookAction = new InputAction("look", binding: "<Gamepad>/leftStick");
|
||||
LookAction.AddBinding("<Mouse>/delta");
|
||||
LookAction.Enable();
|
||||
@ -31,35 +37,29 @@ namespace NeonTea.Quakeball.Player {
|
||||
.With("Left", "<Keyboard>/a")
|
||||
.With("Right", "<Keyboard>/d");
|
||||
MoveAction.Enable();
|
||||
}
|
||||
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
private void Start() {
|
||||
Cursor.visible = false;
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
}
|
||||
|
||||
private void Update() {
|
||||
OptionsData Opts = Options.Get();
|
||||
Vector2 LookInput = LookAction.ReadValue<Vector2>() * Opts.LookSensitivity;
|
||||
Vector3 CamEulers = Camera.localEulerAngles;
|
||||
CamEulers.y += LookInput.x;
|
||||
CameraPitch = Mathf.Clamp(CameraPitch - LookInput.y * (Opts.InvertVerticalLook ? -1 : 1), -90, 90);
|
||||
CamEulers.x = CameraPitch;
|
||||
Camera.localEulerAngles = CamEulers;
|
||||
Player.HeadRotation = Camera.localRotation;
|
||||
}
|
||||
|
||||
/// <remarks>
|
||||
/// The player only moves on FixedUpdates, so movement-related inputs are handled here, so they get updated right before.
|
||||
/// (Script execution order should ensure that LocalPlayer is run before Player.)
|
||||
/// </remarks>
|
||||
private void FixedUpdate() {
|
||||
Vector2 MovementInput = MoveAction.ReadValue<Vector2>();
|
||||
Vector3 Move = new Vector3(MovementInput.x, 0, MovementInput.y);
|
||||
Vector3 Eulers = Player.HeadRotation.eulerAngles;
|
||||
Eulers.z = 0;
|
||||
Eulers.x = 0;
|
||||
Move = Quaternion.Euler(Eulers) * Move;
|
||||
Move = Quaternion.Euler(0, Player.Yaw, 0) * Move;
|
||||
Player.MoveDirection = Move;
|
||||
Player.MoveStyle = CrouchAction.ReadValue<bool>() ? Player.CrouchingMoveStyle : Player.RunningMoveStyle;
|
||||
Player.MoveStyle = CrouchAction.ReadValue<float>() > 0 ? Player.CrouchingMoveStyle : Player.RunningMoveStyle;
|
||||
Player.Jumping = JumpAction.ReadValue<float>() > 0;
|
||||
|
||||
Vector2 LookInput = LookAction.ReadValue<Vector2>() * Opts.LookSensitivity;
|
||||
Player.Pitch = Mathf.Clamp(Player.Pitch - LookInput.y * (Opts.InvertVerticalLook ? -1 : 1), -90, 90);
|
||||
Player.Yaw += LookInput.x;
|
||||
float TargetLean = -Vector3.Dot(Player.GroundVelocity / Player.MoveStyle.TargetVelocity, Camera.right) * Player.MoveStyle.LeanDegrees;
|
||||
Lean = Mathf.Lerp(Lean, TargetLean, 10f * Time.deltaTime);
|
||||
Camera.localEulerAngles = new Vector3(Player.Pitch, Player.Yaw, Lean);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -16,5 +16,9 @@ namespace NeonTea.Quakeball.Player {
|
||||
public float Friction;
|
||||
/// <summary>The friction coefficient in air. Higher values mean faster slowdown, should be less than or equal to <c>Acceleration</c>.</summary>
|
||||
public float AirFriction;
|
||||
/// <summary>The velocity that the player jumps in this style.</summary>
|
||||
public float JumpVelocity;
|
||||
/// <summary>Degrees that the player leans when moving sideways in this style.</summary>
|
||||
public float LeanDegrees;
|
||||
}
|
||||
}
|
||||
|
@ -12,10 +12,15 @@ namespace NeonTea.Quakeball.Player {
|
||||
public MoveStyle RunningMoveStyle;
|
||||
public MoveStyle CrouchingMoveStyle;
|
||||
public Transform Head;
|
||||
public Transform Body;
|
||||
|
||||
[Header("Player head status")]
|
||||
/// <summary>The euler angle of the player's head.</summary>
|
||||
public Quaternion HeadRotation;
|
||||
[Header("Player rotation status")]
|
||||
/// <summary>The pitch of the player's head.</summary>
|
||||
public float Pitch;
|
||||
/// <summary>The total yaw of the player. Head yaw is Yaw - BodyYaw.</summary>
|
||||
public float Yaw;
|
||||
/// <summary>The yaw of the player body. Calculated from MoveDirection.</summary>
|
||||
public float BodyYaw;
|
||||
|
||||
[Header("Player movement status")]
|
||||
/// <summary>The direction the player is going.</summary>
|
||||
@ -65,12 +70,7 @@ namespace NeonTea.Quakeball.Player {
|
||||
}
|
||||
|
||||
public bool IsGrounded() {
|
||||
return Time.fixedTime - GroundedTime <= CoyoteTime;
|
||||
}
|
||||
|
||||
/// <summary>Sets <c>Heading</c> via euler angles.</summary>
|
||||
public void SetRotation(float xAngle, float yAngle) {
|
||||
MoveDirection = Quaternion.Euler(xAngle, yAngle, 0) * Vector3.forward;
|
||||
return Time.time - GroundedTime <= CoyoteTime && Vector3.Dot(GravitationalVelocity, Vector3.down) >= 0;
|
||||
}
|
||||
|
||||
private void Awake() {
|
||||
@ -79,20 +79,30 @@ namespace NeonTea.Quakeball.Player {
|
||||
}
|
||||
|
||||
private void Update() {
|
||||
Head.localRotation = Quaternion.Lerp(Head.localRotation, HeadRotation, 10f * Time.deltaTime);
|
||||
if (MoveDirection.magnitude > 0) {
|
||||
BodyYaw = Vector3.SignedAngle(Vector3.forward, MoveDirection, Vector3.up);
|
||||
}
|
||||
Body.localRotation = Quaternion.Lerp(Body.localRotation, Quaternion.Euler(0, BodyYaw, 0), 20f * Time.deltaTime);
|
||||
Head.localRotation = Quaternion.Lerp(Head.localRotation, Quaternion.Euler(Pitch, Yaw - BodyYaw, 0), 15f * Time.deltaTime);
|
||||
UpdateMovement();
|
||||
}
|
||||
|
||||
private void FixedUpdate() {
|
||||
private void UpdateMovement() {
|
||||
bool Grounded = IsGrounded();
|
||||
|
||||
if (Grounded) {
|
||||
if (Vector3.Dot(Vector3.down, GravitationalVelocity) > 0) {
|
||||
GravitationalVelocity = Vector3.zero;
|
||||
}
|
||||
if (Jumping) {
|
||||
GravitationalVelocity = Vector3.up * MoveStyle.JumpVelocity;
|
||||
}
|
||||
} else {
|
||||
GravitationalVelocity += Physics.gravity * Time.fixedDeltaTime;
|
||||
GravitationalVelocity += Physics.gravity * Time.deltaTime;
|
||||
}
|
||||
|
||||
float FrictionVelocityFactor = Mathf.Max(GroundVelocity.magnitude, MoveStyle.StopVelocity);
|
||||
float Deccel = FrictionVelocityFactor * Time.fixedDeltaTime;
|
||||
float Deccel = FrictionVelocityFactor * Time.deltaTime;
|
||||
if (Grounded) {
|
||||
Deccel *= MoveStyle.Friction;
|
||||
} else {
|
||||
@ -104,7 +114,7 @@ namespace NeonTea.Quakeball.Player {
|
||||
Vector3 GroundNormal = GroundCast();
|
||||
Vector3 FixedHeading = Vector3.ProjectOnPlane(MoveDirection, GroundNormal).normalized;
|
||||
float CurrentSpeed = Vector3.Dot(GroundVelocity, FixedHeading);
|
||||
float Acceleration = MoveStyle.TargetVelocity * Time.fixedDeltaTime;
|
||||
float Acceleration = MoveStyle.TargetVelocity * Time.deltaTime;
|
||||
if (Grounded) {
|
||||
Acceleration *= MoveStyle.Acceleration;
|
||||
} else {
|
||||
@ -113,9 +123,9 @@ namespace NeonTea.Quakeball.Player {
|
||||
Acceleration = Mathf.Min(Acceleration, MoveStyle.TargetVelocity - CurrentSpeed);
|
||||
GroundVelocity += FixedHeading * Acceleration;
|
||||
|
||||
CharacterController.Move((GroundVelocity + GravitationalVelocity) * Time.fixedDeltaTime);
|
||||
CharacterController.Move((GroundVelocity + GravitationalVelocity) * Time.deltaTime);
|
||||
if (CharacterController.isGrounded) {
|
||||
GroundedTime = Time.fixedTime;
|
||||
GroundedTime = Time.time;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3,10 +3,11 @@
|
||||
--- !u!55 &1
|
||||
PhysicsManager:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 11
|
||||
m_Gravity: {x: 0, y: -9.81, z: 0}
|
||||
serializedVersion: 13
|
||||
m_Gravity: {x: 0, y: -20, z: 0}
|
||||
m_DefaultMaterial: {fileID: 0}
|
||||
m_BounceThreshold: 2
|
||||
m_DefaultMaxDepenetrationVelocity: 10
|
||||
m_SleepThreshold: 0.005
|
||||
m_DefaultContactOffset: 0.01
|
||||
m_DefaultSolverIterations: 6
|
||||
@ -22,6 +23,7 @@ PhysicsManager:
|
||||
m_AutoSyncTransforms: 0
|
||||
m_ReuseCollisionCallbacks: 1
|
||||
m_ClothInterCollisionSettingsToggle: 0
|
||||
m_ClothGravity: {x: 0, y: -9.81, z: 0}
|
||||
m_ContactPairsMode: 0
|
||||
m_BroadphaseType: 0
|
||||
m_WorldBounds:
|
||||
@ -31,4 +33,5 @@ PhysicsManager:
|
||||
m_FrictionType: 0
|
||||
m_EnableEnhancedDeterminism: 0
|
||||
m_EnableUnifiedHeightmaps: 1
|
||||
m_DefaultMaxAngluarSpeed: 7
|
||||
m_SolverType: 0
|
||||
m_DefaultMaxAngularSpeed: 7
|
||||
|
@ -15,7 +15,7 @@ TagManager:
|
||||
-
|
||||
- CollidableEnvironment
|
||||
- BulletHitLayer
|
||||
-
|
||||
- InvisibleToPlayerCamera
|
||||
-
|
||||
-
|
||||
-
|
||||
|
Loading…
Reference in New Issue
Block a user