mirror of
https://github.com/PashaBibko/The-Mobius-Line.git
synced 2026-04-03 17:39:03 +00:00
Added sliding
This commit is contained in:
14
Assets/DefaultPhysicsMat.physicMaterial
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14
Assets/DefaultPhysicsMat.physicMaterial
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8
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@@ -1,4 +1,6 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
using UnityEngine.UIElements;
|
||||||
|
|
||||||
public class PlayerMovement : MonoBehaviour
|
public class PlayerMovement : MonoBehaviour
|
||||||
{
|
{
|
||||||
@@ -10,6 +12,13 @@ public class PlayerMovement : MonoBehaviour
|
|||||||
[Header("Ground Check")]
|
[Header("Ground Check")]
|
||||||
[SerializeField] float m_PlayerHeight;
|
[SerializeField] float m_PlayerHeight;
|
||||||
[SerializeField] LayerMask m_GroundMask;
|
[SerializeField] LayerMask m_GroundMask;
|
||||||
|
[SerializeField] LayerMask m_SlopeMask;
|
||||||
|
|
||||||
|
[Header("Sliding Settings")]
|
||||||
|
[SerializeField] float m_SlideRequiredSpeed;
|
||||||
|
[SerializeField] float m_SlideScaler;
|
||||||
|
[SerializeField] float m_SlideDrag;
|
||||||
|
[SerializeField] float m_SlideSpeed;
|
||||||
|
|
||||||
[Header("Jump Settings")]
|
[Header("Jump Settings")]
|
||||||
[SerializeField] float m_JumpForce;
|
[SerializeField] float m_JumpForce;
|
||||||
@@ -21,6 +30,10 @@ public class PlayerMovement : MonoBehaviour
|
|||||||
[Header("References")]
|
[Header("References")]
|
||||||
[SerializeField] Rigidbody m_Body;
|
[SerializeField] Rigidbody m_Body;
|
||||||
[SerializeField] Transform m_Orientation;
|
[SerializeField] Transform m_Orientation;
|
||||||
|
[SerializeField] Transform m_PlayerTransform;
|
||||||
|
|
||||||
|
[Header("Debug Settings")]
|
||||||
|
[SerializeField] Text m_SpeedDisplay;
|
||||||
|
|
||||||
//
|
//
|
||||||
Vector2 m_Input;
|
Vector2 m_Input;
|
||||||
@@ -29,11 +42,16 @@ public class PlayerMovement : MonoBehaviour
|
|||||||
Vector3 m_MoveDir;
|
Vector3 m_MoveDir;
|
||||||
|
|
||||||
// Player state tracker
|
// Player state tracker
|
||||||
bool m_Grounded;
|
bool m_Grounded = false;
|
||||||
bool m_Sliding;
|
bool m_OnSlope = false;
|
||||||
|
bool m_Sliding = false;
|
||||||
|
|
||||||
bool m_JumpKeyPressed;
|
bool m_JumpKeyPressed = false;
|
||||||
bool m_SlidingKeyPressed;
|
bool m_SlidingKeyPressed = false;
|
||||||
|
|
||||||
|
int m_TicksOfSlideBoostLeft = 0;
|
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|
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|
RaycastHit m_SlopeHit;
|
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|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
private void Start()
|
private void Start()
|
||||||
@@ -65,6 +83,12 @@ public class PlayerMovement : MonoBehaviour
|
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m_Body.drag = m_GroundDrag;
|
m_Body.drag = m_GroundDrag;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Applies sliding drag if sliding <- Very useful comment
|
||||||
|
if (m_Sliding)
|
||||||
|
{
|
||||||
|
m_Body.drag = m_SlideDrag;
|
||||||
|
}
|
||||||
|
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||||||
// Else it applies the air drag to the player
|
// Else it applies the air drag to the player
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@@ -75,24 +99,29 @@ public class PlayerMovement : MonoBehaviour
|
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// Update is called once per frame
|
// Update is called once per frame
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
// Updates wether the player is touching the ground or not
|
// Performs raycasts to see what the player is standing on
|
||||||
m_Grounded = Physics.Raycast(transform.position, Vector3.down, m_PlayerHeight * 0.5f + 0.2f, m_GroundMask);
|
m_Grounded = Physics.Raycast(transform.position, Vector3.down, 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);
|
||||||
|
|
||||||
// Updates the state of the user input
|
// Updates the state of the user input
|
||||||
UpdateInput();
|
UpdateInput();
|
||||||
|
|
||||||
// Applies drag to the player
|
// Applies drag to the player
|
||||||
ApplyDrag();
|
ApplyDrag();
|
||||||
|
|
||||||
|
// Displays the speed of the player to the screen
|
||||||
|
m_SpeedDisplay.text = "Speed: " + m_Body.velocity.magnitude.ToString("0.00");
|
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}
|
}
|
||||||
|
|
||||||
// Updates basic movement and player jumping
|
// Updates basic movement and player jumping
|
||||||
private void UpdatePlayerPosition()
|
private void UpdatePlayerPosition()
|
||||||
{
|
{
|
||||||
// Calculates the movement direction
|
// Sliding has its own movement code so the force being applied here is not needed
|
||||||
m_MoveDir = (m_Orientation.forward * m_Input.y) + (m_Orientation.right * m_Input.x);
|
if (m_Sliding == false)
|
||||||
|
{
|
||||||
// Adds the force to the rigid body
|
// Adds the force to the rigid body
|
||||||
m_Body.AddForce(m_MoveDir.normalized * m_MoveSpeed * 10.0f, ForceMode.Force);
|
m_Body.AddForce(m_MoveDir.normalized * m_MoveSpeed * m_Body.mass * 10.0f, ForceMode.Force);
|
||||||
|
}
|
||||||
|
|
||||||
// Jumps if the jump key has been pressed
|
// Jumps if the jump key has been pressed
|
||||||
if (m_JumpKeyPressed)
|
if (m_JumpKeyPressed)
|
||||||
@@ -104,30 +133,70 @@ public class PlayerMovement : MonoBehaviour
|
|||||||
|
|
||||||
// Handles the logic for starting to slide
|
// Handles the logic for starting to slide
|
||||||
private void StartSlide()
|
private void StartSlide()
|
||||||
{ }
|
{
|
||||||
|
// Shrinks the player to give appearance of sliding
|
||||||
|
m_PlayerTransform.localScale = new Vector3(1.0f, m_SlideScaler, 1.0f);
|
||||||
|
|
||||||
|
// Applies a downward force as shrinking the player scale causes them to float
|
||||||
|
m_Body.AddForce(Vector3.down * m_Body.mass * 5.0f, ForceMode.Impulse);
|
||||||
|
|
||||||
|
// Applies a boost of a force at the beginning of a slide
|
||||||
|
m_TicksOfSlideBoostLeft = 10;
|
||||||
|
}
|
||||||
|
|
||||||
// Handles the logic for ending the slide
|
// Handles the logic for ending the slide
|
||||||
private void StopSlide()
|
private void StopSlide()
|
||||||
{ }
|
{
|
||||||
|
// Grows the player back to normal scale
|
||||||
|
m_PlayerTransform.localScale = Vector3.one;
|
||||||
|
|
||||||
|
// Removes any of the slide boost that may be left
|
||||||
|
m_TicksOfSlideBoostLeft = 0;
|
||||||
|
}
|
||||||
|
|
||||||
// Function to manage the sliding of the player
|
// Function to manage the sliding of the player
|
||||||
private void UpdateSlidingState()
|
private void UpdateSlidingState()
|
||||||
{
|
{
|
||||||
// Checks wether the key state is valid for starting a slide
|
// Works out wether the player's velocity is high enough to slide
|
||||||
if (m_SlidingKeyPressed == true && m_Sliding == false)
|
Vector3 vel = m_Body.velocity;
|
||||||
{
|
bool canSlide =
|
||||||
m_Sliding = true; // Updates the sliding state
|
!(
|
||||||
|
Mathf.Abs(vel.x) < m_SlideRequiredSpeed &&
|
||||||
StartSlide();
|
Mathf.Abs(vel.z) < m_SlideRequiredSpeed
|
||||||
}
|
);
|
||||||
|
|
||||||
// Checks wether the key state is valid for starting a slide
|
// Checks wether the key state is valid for starting a slide
|
||||||
else if (m_SlidingKeyPressed == false && m_Sliding == true)
|
if (m_SlidingKeyPressed == true && m_Sliding == false)
|
||||||
|
{
|
||||||
|
// Checks player is moving in a direction
|
||||||
|
if (canSlide)
|
||||||
|
{
|
||||||
|
m_Sliding = true; // Updates the sliding state
|
||||||
|
|
||||||
|
StartSlide();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Checks wether the player has stopped a slide or
|
||||||
|
// the player sliding if they are moving too slow
|
||||||
|
else if ((m_SlidingKeyPressed == false && m_Sliding == true) || (canSlide == false && m_Sliding == true))
|
||||||
{
|
{
|
||||||
m_Sliding = false; // Updates the sliding state
|
m_Sliding = false; // Updates the sliding state
|
||||||
|
|
||||||
StopSlide();
|
StopSlide();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Applies a downward force during the player slide
|
||||||
|
if (m_Sliding)
|
||||||
|
{
|
||||||
|
m_Body.AddForce(Vector3.down * m_Body.mass * 5.0f, ForceMode.Force);
|
||||||
|
}
|
||||||
|
|
||||||
|
// If at the start of a slide provides a boost to the player or if the player is on a slope
|
||||||
|
if (m_TicksOfSlideBoostLeft != 0 || (m_OnSlope && m_Sliding))
|
||||||
|
{
|
||||||
|
m_Body.AddForce(m_MoveDir.normalized * m_SlideSpeed * m_Body.mass * 10, ForceMode.Force);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Function to make the player jump
|
// Function to make the player jump
|
||||||
@@ -139,17 +208,43 @@ public class PlayerMovement : MonoBehaviour
|
|||||||
if (m_Grounded || force)
|
if (m_Grounded || force)
|
||||||
{
|
{
|
||||||
// Applies an upwards force simulating a jump
|
// Applies an upwards force simulating a jump
|
||||||
m_Body.AddForce(transform.up * m_JumpForce, ForceMode.Impulse);
|
m_Body.AddForce(transform.up * m_JumpForce * m_Body.mass, ForceMode.Impulse);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Fixed Update is called once per physics update
|
// Fixed Update is called once per physics update
|
||||||
private void FixedUpdate()
|
private void FixedUpdate()
|
||||||
{
|
{
|
||||||
|
// Calculates the movement direction
|
||||||
|
m_MoveDir = (m_Orientation.forward * m_Input.y) + (m_Orientation.right * m_Input.x);
|
||||||
|
|
||||||
|
// Does additional calculations on the movement direction if on a slope
|
||||||
|
if (m_OnSlope)
|
||||||
|
{
|
||||||
|
m_MoveDir = Vector3.ProjectOnPlane(m_MoveDir, m_SlopeHit.normal).normalized;
|
||||||
|
|
||||||
|
m_Body.useGravity = false; // Disables gravity on slopes
|
||||||
|
}
|
||||||
|
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_Body.useGravity = true; // Renables gravity to stop errors
|
||||||
|
}
|
||||||
|
|
||||||
// Updates the player sliding state
|
// Updates the player sliding state
|
||||||
UpdateSlidingState();
|
UpdateSlidingState();
|
||||||
|
|
||||||
// Updates the position of the player
|
// Updates the position of the player
|
||||||
UpdatePlayerPosition();
|
UpdatePlayerPosition();
|
||||||
|
|
||||||
|
// Updates the counter for slide boost updates left
|
||||||
|
m_TicksOfSlideBoostLeft = (int)Mathf.Clamp(m_TicksOfSlideBoostLeft - 1, 0, Mathf.Infinity);
|
||||||
|
|
||||||
|
// Remvoes tiny ammounts of velocity because it was annoying me
|
||||||
|
Vector3 v = m_Body.velocity;
|
||||||
|
if (Mathf.Abs(v.x) < 0.1f) { v.x = 0.0f; }
|
||||||
|
if (Mathf.Abs(v.y) < 0.1f) { v.y = 0.0f; }
|
||||||
|
if (Mathf.Abs(v.z) < 0.1f) { v.z = 0.0f; }
|
||||||
|
m_Body.velocity = v;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -3,10 +3,11 @@
|
|||||||
--- !u!55 &1
|
--- !u!55 &1
|
||||||
PhysicsManager:
|
PhysicsManager:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
serializedVersion: 11
|
serializedVersion: 14
|
||||||
m_Gravity: {x: 0, y: -9.81, z: 0}
|
m_Gravity: {x: 0, y: -20, z: 0}
|
||||||
m_DefaultMaterial: {fileID: 0}
|
m_DefaultMaterial: {fileID: 13400000, guid: b0f3be75a3393cc40bd5a8ffa48458a3, type: 2}
|
||||||
m_BounceThreshold: 2
|
m_BounceThreshold: 2
|
||||||
|
m_DefaultMaxDepenetrationVelocity: 10
|
||||||
m_SleepThreshold: 0.005
|
m_SleepThreshold: 0.005
|
||||||
m_DefaultContactOffset: 0.01
|
m_DefaultContactOffset: 0.01
|
||||||
m_DefaultSolverIterations: 6
|
m_DefaultSolverIterations: 6
|
||||||
@@ -18,10 +19,12 @@ PhysicsManager:
|
|||||||
m_ClothInterCollisionStiffness: 0
|
m_ClothInterCollisionStiffness: 0
|
||||||
m_ContactsGeneration: 1
|
m_ContactsGeneration: 1
|
||||||
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||||
m_AutoSimulation: 1
|
m_SimulationMode: 0
|
||||||
m_AutoSyncTransforms: 0
|
m_AutoSyncTransforms: 0
|
||||||
m_ReuseCollisionCallbacks: 1
|
m_ReuseCollisionCallbacks: 1
|
||||||
|
m_InvokeCollisionCallbacks: 1
|
||||||
m_ClothInterCollisionSettingsToggle: 0
|
m_ClothInterCollisionSettingsToggle: 0
|
||||||
|
m_ClothGravity: {x: 0, y: -9.81, z: 0}
|
||||||
m_ContactPairsMode: 0
|
m_ContactPairsMode: 0
|
||||||
m_BroadphaseType: 0
|
m_BroadphaseType: 0
|
||||||
m_WorldBounds:
|
m_WorldBounds:
|
||||||
@@ -31,4 +34,7 @@ PhysicsManager:
|
|||||||
m_FrictionType: 0
|
m_FrictionType: 0
|
||||||
m_EnableEnhancedDeterminism: 0
|
m_EnableEnhancedDeterminism: 0
|
||||||
m_EnableUnifiedHeightmaps: 1
|
m_EnableUnifiedHeightmaps: 1
|
||||||
m_DefaultMaxAngluarSpeed: 7
|
m_ImprovedPatchFriction: 0
|
||||||
|
m_SolverType: 0
|
||||||
|
m_DefaultMaxAngularSpeed: 7
|
||||||
|
m_FastMotionThreshold: 3.4028235e+38
|
||||||
|
|||||||
@@ -16,7 +16,7 @@ TagManager:
|
|||||||
-
|
-
|
||||||
-
|
-
|
||||||
- Ground
|
- Ground
|
||||||
-
|
- Slope
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
|
|||||||
Reference in New Issue
Block a user