From 72285f267836083d5d2dd488537a4c70548781eb Mon Sep 17 00:00:00 2001 From: Pasha Bibko Date: Wed, 26 Mar 2025 11:37:48 +0000 Subject: [PATCH] Added basic movement --- .editorconfig | 4 + Assets/DefaultRenderMat.mat | 83 ++++ Assets/DefaultRenderMat.mat.meta | 8 + Assets/Scenes/SampleScene.unity | 456 +++++++++++++++++- Assets/Scripts.meta | 8 + Assets/Scripts/Player.meta | 8 + Assets/Scripts/Player/CameraController.cs | 69 +++ .../Scripts/Player/CameraController.cs.meta | 11 + Assets/Scripts/Player/PlayerMovement.cs | 117 +++++ Assets/Scripts/Player/PlayerMovement.cs.meta | 11 + ProjectSettings/QualitySettings.asset | 124 ++++- ProjectSettings/SceneTemplateSettings.json | 121 +++++ ProjectSettings/TimelineSettings.asset | 16 + 13 files changed, 999 insertions(+), 37 deletions(-) create mode 100644 .editorconfig create mode 100644 Assets/DefaultRenderMat.mat create mode 100644 Assets/DefaultRenderMat.mat.meta create mode 100644 Assets/Scripts.meta create mode 100644 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b/Assets/Scripts/Player/CameraController.cs @@ -0,0 +1,69 @@ +using UnityEngine; + +// Stops errors from happening by making sure there is a Camera in the same group of components +[RequireComponent(typeof(Camera))] + +// Controller from the Player Camera, NOT FOR PORTAL CAMERAS +public class CameraController : MonoBehaviour +{ + [Header("Settings")] + [SerializeField] Vector2 m_Sensitivity; + [SerializeField] float m_MaxAngle; + + [Header("References")] + [SerializeField] Transform m_Orientation; + + // Private variables // + + // Current angle the player is looking at + Vector2 m_Rotation; + + // The instance of the camera + static CameraController s_Instance = null; + + // Provides a way for external objects to interact with the camera + public CameraController Instance() => s_Instance; + + // Start is called before the first frame update + void Start() + { + // Checks it is the only instance + if (s_Instance == null) + { + // Sets itself as the instance + s_Instance = this; + } + + // Else throws an error in the console + else + { + Debug.LogError("Multiple instances of CameraController within Scene"); + } + + // Locks the cursor and makes it invisible + Cursor.lockState = CursorLockMode.Locked; + Cursor.visible = false; + } + + // Update is called once per frame + void Update() + { + // Gets the mouse input from the user + Vector2 mouse = new Vector2 + ( + Input.GetAxisRaw("Mouse X") * Time.deltaTime * m_Sensitivity.x, + Input.GetAxisRaw("Mouse Y") * Time.deltaTime * m_Sensitivity.y + ); + + // Applies the mouse movement to the camera angle + m_Rotation.x -= mouse.y; // Yes these lines look cursed but blame Unity not me + m_Rotation.y += mouse.x; + + // Clamps the angle to stop the camera from looping around + m_Rotation.x = Mathf.Clamp(m_Rotation.x, -m_MaxAngle, m_MaxAngle); + + // Applies the rotation to the objects within Unity + m_Orientation.rotation = Quaternion.Euler(0, m_Rotation.y, 0); + transform.rotation = Quaternion.Euler(m_Rotation.x, m_Rotation.y, 0); + } +} diff --git a/Assets/Scripts/Player/CameraController.cs.meta b/Assets/Scripts/Player/CameraController.cs.meta new file mode 100644 index 0000000..59d0f8e --- /dev/null +++ b/Assets/Scripts/Player/CameraController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5cfd42fc2ed2f504dae2b9e7095401cf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Player/PlayerMovement.cs b/Assets/Scripts/Player/PlayerMovement.cs new file mode 100644 index 0000000..9a7a16b --- /dev/null +++ b/Assets/Scripts/Player/PlayerMovement.cs @@ -0,0 +1,117 @@ +using UnityEngine; + +public class PlayerMovement : MonoBehaviour +{ + [Header("General Settings")] + [SerializeField] float m_MoveSpeed; + [SerializeField] float m_GroundDrag; + + [Header("Ground Check")] + [SerializeField] float m_PlayerHeight; + [SerializeField] LayerMask m_GroundMask; + + [Header("Jump Settings")] + [SerializeField] float m_JumpForce; + + [Header("KeyBinds")] + [SerializeField] KeyCode m_JumpKey; + + [Header("References")] + [SerializeField] Rigidbody m_Body; + [SerializeField] Transform m_Orientation; + + // + Vector2 m_Input; + + // + Vector3 m_MoveDir; + + // Is the player on the ground + bool m_Grounded; + + bool m_JumpKeyPressed; + + // Start is called before the first frame update + private void Start() + { + // Stops the rigidbody from rotatating when we don't want it to + m_Body.freezeRotation = true; + } + + // Updates the state of the user input + private void UpdateInput() + { + // Calls get axis raw to ignore any uneeded scaling + m_Input.x = Input.GetAxisRaw("Horizontal"); + m_Input.y = Input.GetAxisRaw("Vertical"); + + // Checks wether the jump button has been pressed + m_JumpKeyPressed = Input.GetKey(m_JumpKey); + } + + // Applies drag to the player + private void ApplyDrag() + { + // Only applies ground drag if the player is on the floor + if (m_Grounded) + { + m_Body.drag = m_GroundDrag; + } + + // Else there is no drag on the player + else + { + m_Body.drag = 0; + } + } + + // Update is called once per frame + private void Update() + { + // Updates wether the player is touching the ground or not + m_Grounded = Physics.Raycast(transform.position, Vector3.down, m_PlayerHeight * 0.5f + 0.2f, m_GroundMask); + + // Updates the state of the user input + UpdateInput(); + + // Applies drag to the player + ApplyDrag(); + } + + // Updates basic movement and player jumping + private void UpdatePlayerPosition() + { + // Calculates the movement direction + m_MoveDir = (m_Orientation.forward * m_Input.y) + (m_Orientation.right * m_Input.x); + + // Adds the force to the rigid body + m_Body.AddForce(m_MoveDir.normalized * m_MoveSpeed * 10.0f, ForceMode.Force); + + // Jumps if the jump key has been pressed + if (m_JumpKeyPressed) + { + // The jump function stops jumping if not grounded so no check is needed here + Jump(); + } + } + + // Function to make the player jump + // The function checks wether the player is grounded so external checks are not needed + private void Jump(bool force = false) + { + // Checks wether the player is grounded + // Can be overriden by passing true to force a jump + if (m_Grounded || force) + { + // Applies an upwards force simulating a jump + m_Body.AddForce(transform.up * m_JumpForce, ForceMode.Impulse); + } + } + + // Fixed Update is called once per physics update + private void FixedUpdate() + { + // Updates the position of the player + UpdatePlayerPosition(); + } +} diff --git a/Assets/Scripts/Player/PlayerMovement.cs.meta b/Assets/Scripts/Player/PlayerMovement.cs.meta new file mode 100644 index 0000000..3821c51 --- /dev/null +++ b/Assets/Scripts/Player/PlayerMovement.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ae4c295274f6a0645b04723c79481e73 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ProjectSettings/QualitySettings.asset b/ProjectSettings/QualitySettings.asset index 36c0dad..35c3439 100644 --- a/ProjectSettings/QualitySettings.asset +++ b/ProjectSettings/QualitySettings.asset @@ -6,7 +6,7 @@ QualitySettings: serializedVersion: 5 m_CurrentQuality: 5 m_QualitySettings: - - serializedVersion: 2 + - serializedVersion: 3 name: Very Low pixelLightCount: 0 shadows: 0 @@ -18,17 +18,21 @@ QualitySettings: shadowCascade2Split: 0.33333334 shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} shadowmaskMode: 0 - blendWeights: 1 - textureQuality: 1 + skinWeights: 1 + globalTextureMipmapLimit: 1 + textureMipmapLimitSettings: [] anisotropicTextures: 0 antiAliasing: 0 softParticles: 0 softVegetation: 0 realtimeReflectionProbes: 0 billboardsFaceCameraPosition: 0 + useLegacyDetailDistribution: 1 vSyncCount: 0 + realtimeGICPUUsage: 25 lodBias: 0.3 maximumLODLevel: 0 + enableLODCrossFade: 1 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