Split the PlayerMovement class into mulltiple files

This commit is contained in:
2025-03-28 12:31:42 +00:00
parent 46eec303e0
commit b69a6028f6
11 changed files with 326 additions and 251 deletions

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@@ -0,0 +1,82 @@
using UnityEngine;
public partial class PlayerMovement : MonoBehaviour
{
// 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 * m_Body.mass, ForceMode.Impulse);
}
}
// Fixed Update is called once per physics update
private void FixedUpdate()
{
// Works out the new state of the player
UpdatePlayerState();
// Calculates the movement direction
m_MoveDir = (m_Orientation.forward * m_Input.y) + (m_Orientation.right * m_Input.x);
//
if (m_OnSlope)
{
// Calculates better move direction for sliding
m_MoveDir = Vector3.ProjectOnPlane(m_MoveDir, m_SlopeHit.normal).normalized;
}
// Runs correct update function depending on player state
switch (m_State)
{
case PlayerState.RUNNING:
// Adds the force to the rigid body
m_Body.AddForce(m_MoveDir.normalized * m_MoveSpeed * m_Body.mass * 10.0f, ForceMode.Force);
// Stops player sliding slopes when they don't want to
if (m_OnSlope)
{ m_Body.useGravity = false; }
// Non-Slope running requires gravity on
else
{ m_Body.useGravity = true; }
break;
case PlayerState.SLIDING:
m_Body.useGravity = false; // Disables gravity on slopes
// Calls correct update function
UpdateSlidingState();
break;
case PlayerState.WALL_RUNNING:
// Calls correct update function
UpdateWallRunState();
m_Body.useGravity = false; // Disables gravity on walls to stop the player sliding off them
break;
}
// Calls the Jump function if the user has pressed jump
// No grounded checks needed as Jump() function does that internally
if (m_JumpKeyPressed)
{
Jump();
}
// 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;
}
}

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@@ -1,14 +1,7 @@
using UnityEngine;
using UnityEngine.UI;
public enum PlayerState
{
RUNNING,
SLIDING,
WALL_RUNNING
}
public class PlayerMovement : MonoBehaviour
public partial class PlayerMovement : MonoBehaviour
{
[Header("VIEWABLE ONLY")]
[SerializeField] PlayerState m_State = PlayerState.RUNNING;
@@ -85,247 +78,4 @@ public class PlayerMovement : MonoBehaviour
// 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);
// Checks wehter the slide key is being pressed
m_SlidingKeyPressed = Input.GetKey(m_SlideKey);
}
// Applies drag to the player
private void ApplyDrag()
{
switch (m_State)
{
case PlayerState.SLIDING:
m_Body.drag = m_SlideDrag;
break;
default:
// Applies different drag depending on if the player is on the ground or not
if (m_Grounded)
{ m_Body.drag = m_GroundDrag; }
else
{ m_Body.drag = m_AirDrag; }
break;
}
}
// Update is called once per frame
private void Update()
{
// Performs raycasts to see what the player is standing on
m_Grounded = Physics.Raycast(transform.position, Vector3.down, out m_GroundHit, m_PlayerHeight * 0.5f + 0.3f, m_GroundMask);
m_OnSlope = Physics.Raycast(transform.position, Vector3.down, out m_SlopeHit, m_PlayerHeight * 0.5f + 0.3f, m_SlopeMask);
// Checks for walls either side of the player
m_HitLhsWall = Physics.Raycast(transform.position, m_Orientation.right, out m_LhsWall, m_WallCheckDistance, m_GroundMask);
m_HitRhsWall = Physics.Raycast(transform.position, -m_Orientation.right, out m_RhsWall, m_WallCheckDistance, m_GroundMask);
// Checks the player is far enough of the ground to start wall running
m_IsFarEnoughOffGroundToWallRide = m_GroundHit.distance > m_DistanceOfFloorToWallRide;
// Updates the state of the user input
UpdateInput();
// Applies drag to the player
ApplyDrag();
// Displays the speed of the player to the screen
m_SpeedDisplay.text = "Speed: " + m_Body.velocity.magnitude.ToString("0.00");
}
// Handles the logic for starting to slide
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
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
private void UpdateSlidingState()
{
// Correctly applies force on slopes
if (m_OnSlope)
{
Vector3 slopeDir = m_SlopeHit.normal;
slopeDir.y = 0.0f - slopeDir.y;
m_Body.AddForce(slopeDir.normalized * m_SlideSpeed * m_Body.mass * 10, ForceMode.Force);
}
// If at the start of a slide provides a boost to the player or if the player is on a slope
else if (m_TicksOfSlideBoostLeft != 0)
{
m_Body.AddForce(m_MoveDir.normalized * m_SlideSpeed * m_Body.mass * 10, ForceMode.Force);
}
//m_Body.AddForce(Vector3.down * m_Body.mass * 5.0f, ForceMode.Impulse);
}
private void UpdateWallRunState()
{
// Calculates the foward direction of the wall
Vector3 normal = m_HitRhsWall ? m_RhsWall.normal : m_LhsWall.normal;
Vector3 foward = Vector3.Cross(normal, transform.up);
// Flips the foward direction if facing the other direction
if ((m_Orientation.forward - foward).magnitude > (m_Orientation.forward - (-foward)).magnitude)
{ foward = -foward; }
// Applies the wall running force to the player
m_Body.AddForce(foward * m_WallRunSpeed * m_Body.mass * 10.0f, ForceMode.Force);
// Removes any vertical velocity the player may have
m_Body.velocity = new Vector3(m_Body.velocity.x, 0.0f, m_Body.velocity.z);
}
// 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 * m_Body.mass, ForceMode.Impulse);
}
}
private void UpdatePlayerState()
{
// Stores previous state
PlayerState previous = m_State;
// Works out wether the player's velocity is high enough to slide
Vector3 vel = m_Body.velocity;
bool canSlide = !(Mathf.Abs(vel.x) < m_SlideRequiredSpeed && Mathf.Abs(vel.z) < m_SlideRequiredSpeed);
// Checks if the player is in the wall running state
if (m_HitLhsWall || m_HitRhsWall)
{ m_State = PlayerState.WALL_RUNNING; }
// Checks if the player is in the wall riding state
else if (m_SlidingKeyPressed && (canSlide || m_OnSlope) && m_Grounded)
{ m_State = PlayerState.SLIDING; }
// Defaults to ruuning
else { m_State = PlayerState.RUNNING; }
// Exits early if the state has not changed
if (previous == m_State)
{ return; }
// Calls exit function of old state
switch (previous)
{
case PlayerState.SLIDING:
StopSlide();
break;
default:
break;
}
// Calls entry function of new state
switch (m_State)
{
case PlayerState.SLIDING:
StartSlide();
break;
default:
break;
}
}
// Fixed Update is called once per physics update
private void FixedUpdate()
{
// Works out the new state of the player
UpdatePlayerState();
// Calculates the movement direction
m_MoveDir = (m_Orientation.forward * m_Input.y) + (m_Orientation.right * m_Input.x);
//
if (m_OnSlope)
{
// Calculates better move direction for sliding
m_MoveDir = Vector3.ProjectOnPlane(m_MoveDir, m_SlopeHit.normal).normalized;
}
// Runs correct update function depending on player state
switch (m_State)
{
case PlayerState.RUNNING:
// Adds the force to the rigid body
m_Body.AddForce(m_MoveDir.normalized * m_MoveSpeed * m_Body.mass * 10.0f, ForceMode.Force);
// Stops player sliding slopes when they don't want to
if (m_OnSlope)
{ m_Body.useGravity = false; }
// Non-Slope running requires gravity on
else
{ m_Body.useGravity = true; }
break;
case PlayerState.SLIDING:
m_Body.useGravity = false; // Disables gravity on slopes
// Calls correct update function
UpdateSlidingState();
break;
case PlayerState.WALL_RUNNING:
// Calls correct update function
UpdateWallRunState();
m_Body.useGravity = false; // Disables gravity on walls to stop the player sliding off them
break;
}
// Calls the Jump function if the user has pressed jump
// No grounded checks needed as Jump() function does that internally
if (m_JumpKeyPressed)
{
Jump();
}
// 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;
}
}

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@@ -0,0 +1,58 @@
using UnityEngine;
public enum PlayerState
{
RUNNING,
SLIDING,
WALL_RUNNING
}
public partial class PlayerMovement : MonoBehaviour
{
private void UpdatePlayerState()
{
// Stores previous state
PlayerState previous = m_State;
// Works out wether the player's velocity is high enough to slide
Vector3 vel = m_Body.velocity;
bool canSlide = !(Mathf.Abs(vel.x) < m_SlideRequiredSpeed && Mathf.Abs(vel.z) < m_SlideRequiredSpeed);
// Checks if the player is in the wall running state
if (m_HitLhsWall || m_HitRhsWall)
{ m_State = PlayerState.WALL_RUNNING; }
// Checks if the player is in the wall riding state
else if (m_SlidingKeyPressed && (canSlide || m_OnSlope) && m_Grounded)
{ m_State = PlayerState.SLIDING; }
// Defaults to ruuning
else { m_State = PlayerState.RUNNING; }
// Exits early if the state has not changed
if (previous == m_State)
{ return; }
// Calls exit function of old state
switch (previous)
{
case PlayerState.SLIDING:
StopSlide();
break;
default:
break;
}
// Calls entry function of new state
switch (m_State)
{
case PlayerState.SLIDING:
StartSlide();
break;
default:
break;
}
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,62 @@
using UnityEngine;
public partial class PlayerMovement : MonoBehaviour
{
// 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);
// Checks wehter the slide key is being pressed
m_SlidingKeyPressed = Input.GetKey(m_SlideKey);
}
// Applies drag to the player
private void ApplyDrag()
{
switch (m_State)
{
case PlayerState.SLIDING:
m_Body.drag = m_SlideDrag;
break;
default:
// Applies different drag depending on if the player is on the ground or not
if (m_Grounded)
{ m_Body.drag = m_GroundDrag; }
else
{ m_Body.drag = m_AirDrag; }
break;
}
}
// Update is called once per frame
private void Update()
{
// Performs raycasts to see what the player is standing on
m_Grounded = Physics.Raycast(transform.position, Vector3.down, out m_GroundHit, m_PlayerHeight * 0.5f + 0.3f, m_GroundMask);
m_OnSlope = Physics.Raycast(transform.position, Vector3.down, out m_SlopeHit, m_PlayerHeight * 0.5f + 0.3f, m_SlopeMask);
// Checks for walls either side of the player
m_HitLhsWall = Physics.Raycast(transform.position, m_Orientation.right, out m_LhsWall, m_WallCheckDistance, m_GroundMask);
m_HitRhsWall = Physics.Raycast(transform.position, -m_Orientation.right, out m_RhsWall, m_WallCheckDistance, m_GroundMask);
// Checks the player is far enough of the ground to start wall running
m_IsFarEnoughOffGroundToWallRide = m_GroundHit.distance > m_DistanceOfFloorToWallRide;
// Updates the state of the user input
UpdateInput();
// Applies drag to the player
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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@@ -0,0 +1,47 @@
using UnityEngine;
public partial class PlayerMovement : MonoBehaviour
{
// Handles the logic for starting to slide
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
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
private void UpdateSlidingState()
{
// Correctly applies force on slopes
if (m_OnSlope)
{
Vector3 slopeDir = m_SlopeHit.normal;
slopeDir.y = 0.0f - slopeDir.y;
m_Body.AddForce(slopeDir.normalized * m_SlideSpeed * m_Body.mass * 10, ForceMode.Force);
}
// If at the start of a slide provides a boost to the player or if the player is on a slope
else if (m_TicksOfSlideBoostLeft != 0)
{
m_Body.AddForce(m_MoveDir.normalized * m_SlideSpeed * m_Body.mass * 10, ForceMode.Force);
}
//m_Body.AddForce(Vector3.down * m_Body.mass * 5.0f, ForceMode.Impulse);
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,21 @@
using UnityEngine;
public partial class PlayerMovement : MonoBehaviour
{
private void UpdateWallRunState()
{
// Calculates the foward direction of the wall
Vector3 normal = m_HitRhsWall ? m_RhsWall.normal : m_LhsWall.normal;
Vector3 foward = Vector3.Cross(normal, transform.up);
// Flips the foward direction if facing the other direction
if ((m_Orientation.forward - foward).magnitude > (m_Orientation.forward - (-foward)).magnitude)
{ foward = -foward; }
// Applies the wall running force to the player
m_Body.AddForce(foward * m_WallRunSpeed * m_Body.mass * 10.0f, ForceMode.Force);
// Removes any vertical velocity the player may have
m_Body.velocity = new Vector3(m_Body.velocity.x, 0.0f, m_Body.velocity.z);
}
}

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@@ -0,0 +1,11 @@
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