using UnityEngine; using NeonTea.Quakeball.Networking.Packets; using NeonTea.Quakeball.Util; using NeonTea.Quakeball.Interface; namespace NeonTea.Quakeball.Players { /// The central glue class for players (both local and remote). /// Other classes will handle netcode/inputs, and then speak to this class in order to make the little people run around. [RequireComponent(typeof(CharacterController))] public class Player : MonoBehaviour { /// The duration after running off a cliff, during which the player should still be considered grounded. public float CoyoteTime; public float PingBias; /// How often should the player's movement be updated? Used by Local and Remote -Player classes. public float UpdateFrequency = 1f; public MoveStyle[] MoveStyles; public Transform Head; public Transform Body; public Transform Gun; public Animator GunBobber; [Header("Shooting")] [Tooltip("For raycasting the shoot target.")] public Transform CameraRoot; public Transform BulletSourcePoint; public LayerMask BulletHitLayer; [Header("Visuals")] public DesyncLerper[] Lerpables; [Header("Player rotation status")] /// The pitch of the player's head. public float Pitch; /// The total yaw of the player. Head yaw is Yaw - BodyYaw. public float Yaw; /// The yaw of the player body. Calculated from MoveDirection. public float BodyYaw; [Header("Player movement status")] /// The direction the player is going. public Vector3 MoveDirection; /// The amount of movement the player wants to happen. /// Without analog controls, always 0 or 1. public float InputSpeed; /// The way the player is moving. public byte CurrentMoveStyle = 0; public MoveStyle MoveStyle => MoveStyles[CurrentMoveStyle]; [Header("Runtime computed values")] /// The speed at which the player is currently moving across the ground. public Vector3 GroundVelocity; /// The speed at which the player is rising or falling. public Vector3 GravitationalVelocity; /// The timestamp of when the player was last on the ground. public float GroundedTime; public float LatestGroundedY; [Header("Misc. technical knobs")] public float GroundCastLength = 0.2f; public LayerMask GroundLayer; [Header("Debug settings")] public bool ShowGroundCast; public bool ShowMoveVector; private CharacterController CharacterController; private Vector3 FeetPosition; /// Creates a PlayerUpdatePckt representing this Player's current status, for sending to other peers. public PlayerUpdatePckt CreateUpdatePacket(ulong id = 0) { return new PlayerUpdatePckt(MoveDirection, CurrentMoveStyle, Pitch, Yaw, id); } /// Updates this Player with the given packet. public void ProcessUpdatePacket(PlayerUpdatePckt packet) { Pitch = packet.Pitch; Yaw = packet.Yaw; MoveDirection = packet.MoveDirection; CurrentMoveStyle = packet.MoveStyle; packet = null; } /// Creates a PlayerSyncPacket representing this Player's position and velocity, for sending to the server. public PlayerSyncPacket CreateSyncPacket(ulong id = 0, bool unsynced = false) { return new PlayerSyncPacket(id, unsynced, transform.position, GroundVelocity); } /// Applies the sync packet, checking it for cheatiness if shouldApply is false. public bool ProcessSyncPacket(PlayerSyncPacket syncPckt, bool shouldApplyWithoutInspection = true) { bool ShouldApply = shouldApplyWithoutInspection; if (!shouldApplyWithoutInspection) { // TODO: Gaze into the crystal ball to determine the nefariousness level of the packet and update ShouldApply accordingly. ShouldApply = true; } if (ShouldApply) { Vector3 Delta = transform.position - syncPckt.Location; if (Delta.magnitude < 1) { // Player is close enough to the sync packet, lerp them over. foreach (DesyncLerper Lerper in Lerpables) { Lerper.Offset(Delta); } } transform.position = syncPckt.Location; GroundVelocity = syncPckt.GroundVelocity; } return ShouldApply; } /// The normal of the ground below the player. If there is no ground, it's Vector3.up by default. public Vector3 GroundCast() { RaycastHit Hit; if (ShowGroundCast) { Debug.DrawLine(FeetPosition, FeetPosition - Vector3.up, Color.red, 1f); } if (Physics.Raycast(FeetPosition, -Vector3.up, out Hit, GroundCastLength, GroundLayer)) { return Hit.normal; } else { return Vector3.up; } } public bool Jump() { bool IsCoyoteTime = Time.time - GroundedTime <= CoyoteTime + PingBias; if (IsCoyoteTime || IsGrounded()) { GravitationalVelocity = Vector3.up * MoveStyle.JumpVelocity; Vector3 Pos = transform.position; Pos.y = LatestGroundedY; transform.position = Pos; return true; } else { return false; } } public void Shoot() { Vector3 From = CameraRoot.position; Vector3 Direction = CameraRoot.forward; RaycastHit Hit; if (Physics.Raycast(From, Direction, out Hit)) { Vector3 To = Hit.point; Vector3 GunPoint = BulletSourcePoint.position; Vector3 Delta = To - GunPoint; if (Physics.Raycast(GunPoint, Delta, out Hit, Delta.magnitude, BulletHitLayer)) { Player Player = Hit.rigidbody.GetComponent(); if (Player != null) { Debug.DrawLine(GunPoint, To, Color.red, 5f); } } else { Debug.DrawLine(GunPoint, To, Color.yellow, 5f); } } } public bool IsGrounded() { return CharacterController.isGrounded && Vector3.Dot(GravitationalVelocity, Vector3.down) >= 0; } private void Awake() { CharacterController = GetComponent(); FeetPosition = transform.position + CharacterController.center - Vector3.up * (CharacterController.height / 2 + CharacterController.skinWidth / 2); if (GameObject.FindObjectOfType() == null) { Debug.LogWarning("Player.Awake: There is no PhysicsSyncer in this scene! Some code will not work as expected."); } } private void Update() { 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, 0), 15f * Time.deltaTime); UpdateMovement(); } private void UpdateMovement() { bool Grounded = IsGrounded(); bool FallingDown = Vector3.Dot(Vector3.down, GravitationalVelocity) > 0; if (Grounded && FallingDown) { GravitationalVelocity = Vector3.zero; } else if (!Grounded) { GravitationalVelocity += Physics.gravity * Time.deltaTime; } float FrictionVelocityFactor = Mathf.Max(GroundVelocity.magnitude, MoveStyle.StopVelocity); float Deccel = FrictionVelocityFactor * Time.deltaTime; if (Grounded) { Deccel *= MoveStyle.Friction; } else { Deccel *= MoveStyle.AirFriction; } float FrictionedVelocity = Mathf.Max(0, GroundVelocity.magnitude - Deccel); GroundVelocity = GroundVelocity.normalized * FrictionedVelocity; Vector3 GroundNormal = GroundCast(); Vector3 FixedHeading = Vector3.ProjectOnPlane(MoveDirection, GroundNormal).normalized; float CurrentSpeed = Vector3.Dot(GroundVelocity, FixedHeading); float Acceleration = MoveStyle.TargetVelocity * Time.deltaTime; if (Grounded) { Acceleration *= MoveStyle.Acceleration; } else { Acceleration *= MoveStyle.AirAcceleration; } Acceleration = Mathf.Min(Acceleration, MoveStyle.TargetVelocity - CurrentSpeed); GroundVelocity += FixedHeading * Acceleration; Vector3 FinalMoveVector = GroundVelocity + GravitationalVelocity; CharacterController.Move(FinalMoveVector * Time.deltaTime); if (CharacterController.isGrounded) { GroundedTime = Time.time; LatestGroundedY = transform.position.y; } if (GravitationalVelocity.y > 0.1 && Mathf.Abs(CharacterController.velocity.y) < 0.1) { // Hit a roof while jumping GravitationalVelocity.y = 0; } if (ShowMoveVector) { Debug.DrawLine( transform.position + CharacterController.center, transform.position + CharacterController.center + FinalMoveVector, Color.green, 1.0f ); } float TargetBobbiness = Grounded ? GroundVelocity.magnitude / MoveStyle.TargetVelocity : 0; GunBobber.SetLayerWeight(1, Mathf.Lerp(GunBobber.GetLayerWeight(1), TargetBobbiness, 10f * Time.deltaTime)); } } }