mirror of
https://github.com/PashaBibko/The-Mobius-Line.git
synced 2026-04-03 17:39:03 +00:00
Added wall running
This commit is contained in:
@@ -10,5 +10,5 @@ PhysicMaterial:
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dynamicFriction: 0
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staticFriction: 0
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bounciness: 0
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frictionCombine: 0
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bounceCombine: 0
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frictionCombine: 1
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bounceCombine: 1
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@@ -615,6 +615,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: ae4c295274f6a0645b04723c79481e73, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_State: 0
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m_MoveSpeed: 7
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m_GroundDrag: 5
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m_AirDrag: 4
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@@ -629,7 +630,10 @@ MonoBehaviour:
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m_SlideScaler: 0.6
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m_SlideDrag: 3
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m_SlideSpeed: 10
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m_JumpForce: 10
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m_JumpForce: 20
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m_WallRunSpeed: 10
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m_WallCheckDistance: 1.5
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m_DistanceOfFloorToWallRide: 0.1
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m_JumpKey: 32
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m_SlideKey: 99
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m_Body: {fileID: 1174770952}
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@@ -1,8 +1,18 @@
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using UnityEngine;
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using UnityEngine.UI;
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public enum PlayerState
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{
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RUNNING,
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SLIDING,
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WALL_RUNNING
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}
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public class PlayerMovement : MonoBehaviour
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{
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[Header("VIEWABLE ONLY")]
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[SerializeField] PlayerState m_State = PlayerState.RUNNING;
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[Header("General Settings")]
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[SerializeField] float m_MoveSpeed;
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[SerializeField] float m_GroundDrag;
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@@ -22,6 +32,11 @@ public class PlayerMovement : MonoBehaviour
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[Header("Jump Settings")]
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[SerializeField] float m_JumpForce;
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[Header("Wall Run Settings")]
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[SerializeField] float m_WallRunSpeed;
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[SerializeField] float m_WallCheckDistance;
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[SerializeField] float m_DistanceOfFloorToWallRide;
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[Header("KeyBinds")]
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[SerializeField] KeyCode m_JumpKey;
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[SerializeField] KeyCode m_SlideKey;
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@@ -37,20 +52,32 @@ public class PlayerMovement : MonoBehaviour
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// Current direction the user has inputted
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Vector2 m_Input;
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// The direction to move the player
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Vector3 m_MoveDir;
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// Player state tracker
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bool m_Grounded = false;
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bool m_OnSlope = false;
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bool m_Sliding = false;
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// Key state trackers
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bool m_JumpKeyPressed = false;
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bool m_SlidingKeyPressed = false;
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// The direction to move the player
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Vector3 m_MoveDir;
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// Player state trackers
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bool m_Grounded = false;
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bool m_OnSlope = false;
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// Trackers for the walls
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bool m_HitLhsWall = false;
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bool m_HitRhsWall = false;
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// Tracks if the distance of the ground is big enough
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bool m_IsFarEnoughOffGroundToWallRide = false;
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// Timer for slide boost duration left
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int m_TicksOfSlideBoostLeft = 0;
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// Raycast hit objects
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RaycastHit m_GroundHit;
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RaycastHit m_SlopeHit;
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RaycastHit m_LhsWall;
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RaycastHit m_RhsWall;
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// Start is called before the first frame update
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private void Start()
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@@ -76,22 +103,20 @@ public class PlayerMovement : MonoBehaviour
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// Applies drag to the player
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private void ApplyDrag()
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{
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// Only applies ground drag if the player is on the floor
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if (m_Grounded)
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switch (m_State)
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{
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m_Body.drag = m_GroundDrag;
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}
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case PlayerState.SLIDING:
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m_Body.drag = m_SlideDrag;
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break;
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// Applies sliding drag if sliding <- Very useful comment
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if (m_Sliding)
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{
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m_Body.drag = m_SlideDrag;
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}
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default:
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// Applies different drag depending on if the player is on the ground or not
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if (m_Grounded)
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{ m_Body.drag = m_GroundDrag; }
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else
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{ m_Body.drag = m_AirDrag; }
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// Else it applies the air drag to the player
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else
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{
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m_Body.drag = m_AirDrag;
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break;
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}
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}
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@@ -99,9 +124,16 @@ public class PlayerMovement : MonoBehaviour
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private void Update()
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{
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// Performs raycasts to see what the player is standing on
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m_Grounded = Physics.Raycast(transform.position, Vector3.down, m_PlayerHeight * 0.5f + 0.3f, m_GroundMask);
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m_Grounded = Physics.Raycast(transform.position, Vector3.down, out m_GroundHit, m_PlayerHeight * 0.5f + 0.3f, m_GroundMask);
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m_OnSlope = Physics.Raycast(transform.position, Vector3.down, out m_SlopeHit, m_PlayerHeight * 0.5f + 0.3f, m_SlopeMask);
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// Checks for walls either side of the player
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m_HitLhsWall = Physics.Raycast(transform.position, m_Orientation.right, out m_LhsWall, m_WallCheckDistance, m_GroundMask);
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m_HitRhsWall = Physics.Raycast(transform.position, -m_Orientation.right, out m_RhsWall, m_WallCheckDistance, m_GroundMask);
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// Checks the player is far enough of the ground to start wall running
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m_IsFarEnoughOffGroundToWallRide = m_GroundHit.distance > m_DistanceOfFloorToWallRide;
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// Updates the state of the user input
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UpdateInput();
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@@ -112,24 +144,6 @@ public class PlayerMovement : MonoBehaviour
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m_SpeedDisplay.text = "Speed: " + m_Body.velocity.magnitude.ToString("0.00");
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}
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// Updates basic movement and player jumping
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private void UpdatePlayerPosition()
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{
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// Sliding has its own movement code so the force being applied here is not needed
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if (m_Sliding == false)
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{
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// Adds the force to the rigid body
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m_Body.AddForce(m_MoveDir.normalized * m_MoveSpeed * m_Body.mass * 10.0f, ForceMode.Force);
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}
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// Jumps if the jump key has been pressed
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if (m_JumpKeyPressed)
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{
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// The jump function stops jumping if not grounded so no check is needed here
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Jump();
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}
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}
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// Handles the logic for starting to slide
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private void StartSlide()
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{
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@@ -156,37 +170,8 @@ public class PlayerMovement : MonoBehaviour
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// Function to manage the sliding of the player
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private void UpdateSlidingState()
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{
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// Works out wether the player's velocity is high enough to slide
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Vector3 vel = m_Body.velocity;
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bool canSlide =
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!(
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Mathf.Abs(vel.x) < m_SlideRequiredSpeed &&
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Mathf.Abs(vel.z) < m_SlideRequiredSpeed
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) || true;
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// Checks wether the key state is valid for starting a slide
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if (m_SlidingKeyPressed == true && m_Sliding == false)
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{
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// Checks player is moving in a direction
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if (canSlide)
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{
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m_Sliding = true; // Updates the sliding state
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StartSlide();
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}
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}
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// Checks wether the player has stopped a slide or
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// the player sliding if they are moving too slow
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else if ((m_SlidingKeyPressed == false && m_Sliding == true) || (canSlide == false && m_Sliding == true))
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{
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m_Sliding = false; // Updates the sliding state
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StopSlide();
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}
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// Correctly applies force on slopes
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if (m_Sliding && m_OnSlope)
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if (m_OnSlope)
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{
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Vector3 slopeDir = m_SlopeHit.normal;
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slopeDir.y = 0.0f - slopeDir.y;
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@@ -198,6 +183,25 @@ public class PlayerMovement : MonoBehaviour
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{
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m_Body.AddForce(m_MoveDir.normalized * m_SlideSpeed * m_Body.mass * 10, ForceMode.Force);
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}
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//m_Body.AddForce(Vector3.down * m_Body.mass * 5.0f, ForceMode.Impulse);
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}
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private void UpdateWallRunState()
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{
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// Calculates the foward direction of the wall
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Vector3 normal = m_HitRhsWall ? m_RhsWall.normal : m_LhsWall.normal;
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Vector3 foward = Vector3.Cross(normal, transform.up);
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// Flips the foward direction if facing the other direction
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if ((m_Orientation.forward - foward).magnitude > (m_Orientation.forward - -foward).magnitude)
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{ foward = -foward; }
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// Applies the wall running force to the player
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m_Body.AddForce(foward * m_WallRunSpeed * m_Body.mass * 10.0f, ForceMode.Force);
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// Removes any vertical velocity the player may have
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//m_Body.velocity = new Vector3(m_Body.velocity.x, 0.0f, m_Body.velocity.z);
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}
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// Function to make the player jump
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@@ -213,30 +217,110 @@ public class PlayerMovement : MonoBehaviour
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}
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}
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private void UpdatePlayerState()
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{
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// Stores previous state
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PlayerState previous = m_State;
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// Works out wether the player's velocity is high enough to slide
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Vector3 vel = m_Body.velocity;
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bool canSlide =
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!(
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Mathf.Abs(vel.x) < m_SlideRequiredSpeed &&
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Mathf.Abs(vel.z) < m_SlideRequiredSpeed
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);
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// Checks if the player is in the wall running state
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if (m_HitLhsWall || m_HitRhsWall)
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{ m_State = PlayerState.WALL_RUNNING; }
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// Checks if the player is in the wall riding state
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else if (m_SlidingKeyPressed && (canSlide || m_OnSlope) && m_Grounded)
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{ m_State = PlayerState.SLIDING; }
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// Defaults to ruuning
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else { m_State = PlayerState.RUNNING; }
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// Exits early if the state has not changed
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if (previous == m_State)
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{ return; }
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// Calls exit function of old state
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switch (previous)
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{
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case PlayerState.SLIDING:
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StopSlide();
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break;
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default:
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break;
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}
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// Calls entry function of new state
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switch (m_State)
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{
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case PlayerState.SLIDING:
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StartSlide();
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break;
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default:
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break;
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}
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}
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// Fixed Update is called once per physics update
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private void FixedUpdate()
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{
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// Works out the new state of the player
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UpdatePlayerState();
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// Calculates the movement direction
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m_MoveDir = (m_Orientation.forward * m_Input.y) + (m_Orientation.right * m_Input.x);
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// Does additional calculations on the movement direction if on a slope
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//
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if (m_OnSlope)
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{
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// Calculates better move direction for sliding
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m_MoveDir = Vector3.ProjectOnPlane(m_MoveDir, m_SlopeHit.normal).normalized;
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m_Body.useGravity = false; // Disables gravity on slopes
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}
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else
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// Runs correct update function depending on player state
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switch (m_State)
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{
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m_Body.useGravity = true; // Renables gravity to stop errors
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case PlayerState.RUNNING:
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// Adds the force to the rigid body
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m_Body.AddForce(m_MoveDir.normalized * m_MoveSpeed * m_Body.mass * 10.0f, ForceMode.Force);
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// Stops player sliding slopes when they don't want to
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if (m_OnSlope)
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{ m_Body.useGravity = false; }
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// Non-Slope running requires gravity on
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else
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{ m_Body.useGravity = true; }
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break;
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case PlayerState.SLIDING:
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m_Body.useGravity = false; // Disables gravity on slopes
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// Calls correct update function
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UpdateSlidingState();
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break;
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case PlayerState.WALL_RUNNING:
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// Calls correct update function
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UpdateWallRunState();
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m_Body.useGravity = false; // Disables gravity on walls to stop the player sliding off them
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break;
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}
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// Updates the player sliding state
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UpdateSlidingState();
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// Updates the position of the player
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UpdatePlayerPosition();
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// Calls the Jump function if the user has pressed jump
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// No grounded checks needed as Jump() function does that internally
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if (m_JumpKeyPressed)
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{
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Jump();
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}
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// Updates the counter for slide boost updates left
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m_TicksOfSlideBoostLeft = (int)Mathf.Clamp(m_TicksOfSlideBoostLeft - 1, 0, Mathf.Infinity);
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