Files
MIRROR-The-Mobius-Line/Assets/Scripts/Player/PlayerFixedUpdate.cs
Pasha Bibko 653876e56e It "works"
It's a buggy mess but it's a working buggy mess
2025-04-03 13:06:55 +01:00

105 lines
3.6 KiB
C#

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(float scale = 1.0f, bool force = false)
{
// Checks wether the player is grounded
// Can be overriden by passing true to force a jump
if (m_Grounded || force)
{
// Removes all downwards velocity
Vector3 v = m_Body.velocity;
m_Body.velocity = new Vector3(v.x, Mathf.Max(v.y), v.z);
// Applies an upwards force simulating a jump
m_Body.AddForce(Vector3.up * m_JumpForce * m_Body.mass * scale, ForceMode.Impulse);
}
}
// Fixed Update is called once per physics update
private void FixedUpdate()
{
// Resets portal state
m_PortalFrameCounter = Mathf.Max(0, m_PortalFrameCounter - 1);
// 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_StandingOn.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 * (m_Grounded ? 10.0f : 5.0f), 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; }
// Checks if the player wants to jump
// Jump function does the checking if they can
if (m_JumpKeyPressed) { Jump(); }
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;
}
// 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;
// Doubles gravity if falling to feel less floaty
if (v.y < 0.0f) { GravityController.Instance().SetScale(2f); }
else { GravityController.Instance().SetScale(1f); }
// Clears all stored collisions
m_WallCollisions.Clear();
}
public void WentThroughPortal(float change)
{
// Resets the counter
m_PortalFrameCounter = 3;
// Rotates the velocity of the player
Vector3 vel = m_Body.velocity;
vel = Quaternion.AngleAxis(change, Vector3.up) * vel;
m_Body.velocity = vel;
}
}