mirror of
https://github.com/PashaBibko/The-Mobius-Line.git
synced 2026-04-03 17:39:03 +00:00
Added basic movement
This commit is contained in:
4
.editorconfig
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4
.editorconfig
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[*.cs]
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# UNT0024: Give priority to scalar calculations over vector calculations
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dotnet_diagnostic.UNT0024.severity = none
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8
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8
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69
Assets/Scripts/Player/CameraController.cs
Normal file
69
Assets/Scripts/Player/CameraController.cs
Normal file
@@ -0,0 +1,69 @@
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using UnityEngine;
|
||||
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// Stops errors from happening by making sure there is a Camera in the same group of components
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[RequireComponent(typeof(Camera))]
|
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// Controller from the Player Camera, NOT FOR PORTAL CAMERAS
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public class CameraController : MonoBehaviour
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{
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[Header("Settings")]
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[SerializeField] Vector2 m_Sensitivity;
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[SerializeField] float m_MaxAngle;
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[Header("References")]
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[SerializeField] Transform m_Orientation;
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// Private variables //
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// Current angle the player is looking at
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Vector2 m_Rotation;
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// The instance of the camera
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static CameraController s_Instance = null;
|
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public CameraController Instance() => s_Instance;
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void Start()
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{
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{
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else
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{
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}
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|
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void Update()
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{
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|
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Vector2 mouse = new Vector2
|
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(
|
||||
Input.GetAxisRaw("Mouse X") * Time.deltaTime * m_Sensitivity.x,
|
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Input.GetAxisRaw("Mouse Y") * Time.deltaTime * m_Sensitivity.y
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);
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|
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|
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|
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// Applies the rotation to the objects within Unity
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|
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transform.rotation = Quaternion.Euler(m_Rotation.x, m_Rotation.y, 0);
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}
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}
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11
Assets/Scripts/Player/CameraController.cs.meta
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11
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Normal file
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117
Assets/Scripts/Player/PlayerMovement.cs
Normal file
117
Assets/Scripts/Player/PlayerMovement.cs
Normal file
@@ -0,0 +1,117 @@
|
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using UnityEngine;
|
||||
|
||||
public class PlayerMovement : MonoBehaviour
|
||||
{
|
||||
[Header("General Settings")]
|
||||
[SerializeField] float m_MoveSpeed;
|
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[SerializeField] float m_GroundDrag;
|
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|
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[Header("Ground Check")]
|
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[SerializeField] float m_PlayerHeight;
|
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[SerializeField] LayerMask m_GroundMask;
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[Header("Jump Settings")]
|
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[SerializeField] float m_JumpForce;
|
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[Header("KeyBinds")]
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[SerializeField] KeyCode m_JumpKey;
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[Header("References")]
|
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[SerializeField] Rigidbody m_Body;
|
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[SerializeField] Transform m_Orientation;
|
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|
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//
|
||||
Vector2 m_Input;
|
||||
|
||||
//
|
||||
Vector3 m_MoveDir;
|
||||
|
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// Is the player on the ground
|
||||
bool m_Grounded;
|
||||
|
||||
bool m_JumpKeyPressed;
|
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|
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// Start is called before the first frame update
|
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private void Start()
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{
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// Stops the rigidbody from rotatating when we don't want it to
|
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m_Body.freezeRotation = true;
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}
|
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|
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// Updates the state of the user input
|
||||
private void UpdateInput()
|
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{
|
||||
// Calls get axis raw to ignore any uneeded scaling
|
||||
m_Input.x = Input.GetAxisRaw("Horizontal");
|
||||
m_Input.y = Input.GetAxisRaw("Vertical");
|
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|
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// Checks wether the jump button has been pressed
|
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m_JumpKeyPressed = Input.GetKey(m_JumpKey);
|
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}
|
||||
|
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// Applies drag to the player
|
||||
private void ApplyDrag()
|
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{
|
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// Only applies ground drag if the player is on the floor
|
||||
if (m_Grounded)
|
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{
|
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m_Body.drag = m_GroundDrag;
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}
|
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|
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// Else there is no drag on the player
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else
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||||
{
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m_Body.drag = 0;
|
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}
|
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}
|
||||
|
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// Update is called once per frame
|
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private void Update()
|
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{
|
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// 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);
|
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|
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// Updates the state of the user input
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UpdateInput();
|
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|
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// Applies drag to the player
|
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ApplyDrag();
|
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}
|
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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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// Calculates the movement direction
|
||||
m_MoveDir = (m_Orientation.forward * m_Input.y) + (m_Orientation.right * m_Input.x);
|
||||
|
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// Adds the force to the rigid body
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m_Body.AddForce(m_MoveDir.normalized * m_MoveSpeed * 10.0f, ForceMode.Force);
|
||||
|
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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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}
|
||||
}
|
||||
|
||||
// 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)
|
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{
|
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// Applies an upwards force simulating a jump
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m_Body.AddForce(transform.up * m_JumpForce, ForceMode.Impulse);
|
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}
|
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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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{
|
||||
// Updates the position of the player
|
||||
UpdatePlayerPosition();
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Player/PlayerMovement.cs.meta
Normal file
11
Assets/Scripts/Player/PlayerMovement.cs.meta
Normal file
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121
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Normal file
121
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Reference in New Issue
Block a user