quakeball/Assets/Scripts/Players/Player.cs

238 lines
10 KiB
C#

using UnityEngine;
using NeonTea.Quakeball.Networking.Packets;
using NeonTea.Quakeball.Util;
using NeonTea.Quakeball.Interface;
namespace NeonTea.Quakeball.Players {
/// <summary>The central glue class for players (both local and remote).</summary>
/// <remarks>Other classes will handle netcode/inputs, and then speak to this class in order to make the little people run around.</remarks>
[RequireComponent(typeof(CharacterController))]
public class Player : MonoBehaviour {
/// <summary>The duration after running off a cliff, during which the player should still be considered grounded.</summary>
public float CoyoteTime;
public float PingBias;
/// <summary>How often should the player's movement be updated? Used by Local and Remote -Player classes.</summary>
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")]
/// <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>
public Vector3 MoveDirection;
/// <summary>The amount of movement the player wants to happen.</summary>
/// <remarks>Without analog controls, always 0 or 1.</remarks>
public float InputSpeed;
/// <summary>The way the player is moving.</summary>
public byte CurrentMoveStyle = 0;
public MoveStyle MoveStyle => MoveStyles[CurrentMoveStyle];
[Header("Runtime computed values")]
/// <summary>The speed at which the player is currently moving across the ground.</summary>
public Vector3 GroundVelocity;
/// <summary>The speed at which the player is rising or falling.</summary>
public Vector3 GravitationalVelocity;
/// <summary>The timestamp of when the player was last on the ground.</summary>
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;
/// <summary>Creates a PlayerUpdatePckt representing this Player's current status, for sending to other peers.</summary>
public PlayerUpdatePckt CreateUpdatePacket(ulong id = 0) {
return new PlayerUpdatePckt(MoveDirection, CurrentMoveStyle, Pitch, Yaw, id);
}
/// <summary>Updates this Player with the given packet.</summary>
public void ProcessUpdatePacket(PlayerUpdatePckt packet) {
Pitch = packet.Pitch;
Yaw = packet.Yaw;
MoveDirection = packet.MoveDirection;
CurrentMoveStyle = packet.MoveStyle;
packet = null;
}
/// <summary>Creates a PlayerSyncPacket representing this Player's position and velocity, for sending to the server.</summary>
public PlayerSyncPacket CreateSyncPacket(ulong id = 0, bool unsynced = false) {
return new PlayerSyncPacket(id, unsynced, transform.position, GroundVelocity);
}
/// <summary>Applies the sync packet, checking it for cheatiness if shouldApply is false.</summary>
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;
}
/// <summary>The normal of the ground below the player. If there is no ground, it's <c>Vector3.up</c> by default.</summary>
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<Player>();
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<CharacterController>();
FeetPosition = transform.position + CharacterController.center - Vector3.up * (CharacterController.height / 2 + CharacterController.skinWidth / 2);
if (GameObject.FindObjectOfType<Util.PhysicsSyncer>() == 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));
}
}
}