Files
MIRROR-The-Mobius-Line/Assets/Scripts/Player/PlayerMovement.cs
2025-03-26 14:02:47 +00:00

251 lines
7.7 KiB
C#

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.UIElements;
public class PlayerMovement : MonoBehaviour
{
[Header("General Settings")]
[SerializeField] float m_MoveSpeed;
[SerializeField] float m_GroundDrag;
[SerializeField] float m_AirDrag;
[Header("Ground Check")]
[SerializeField] float m_PlayerHeight;
[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")]
[SerializeField] float m_JumpForce;
[Header("KeyBinds")]
[SerializeField] KeyCode m_JumpKey;
[SerializeField] KeyCode m_SlideKey;
[Header("References")]
[SerializeField] Rigidbody m_Body;
[SerializeField] Transform m_Orientation;
[SerializeField] Transform m_PlayerTransform;
[Header("Debug Settings")]
[SerializeField] Text m_SpeedDisplay;
//
Vector2 m_Input;
//
Vector3 m_MoveDir;
// Player state tracker
bool m_Grounded = false;
bool m_OnSlope = false;
bool m_Sliding = false;
bool m_JumpKeyPressed = false;
bool m_SlidingKeyPressed = false;
int m_TicksOfSlideBoostLeft = 0;
RaycastHit m_SlopeHit;
// 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);
// Checks wehter the slide key is being pressed
m_SlidingKeyPressed = Input.GetKey(m_SlideKey);
}
// 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;
}
// Applies sliding drag if sliding <- Very useful comment
if (m_Sliding)
{
m_Body.drag = m_SlideDrag;
}
// Else it applies the air drag to the player
else
{
m_Body.drag = m_AirDrag;
}
}
// 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, 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);
// 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");
}
// Updates basic movement and player jumping
private void UpdatePlayerPosition()
{
// Sliding has its own movement code so the force being applied here is not needed
if (m_Sliding == false)
{
// Adds the force to the rigid body
m_Body.AddForce(m_MoveDir.normalized * m_MoveSpeed * m_Body.mass * 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();
}
}
// 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()
{
// 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 wether the key state is valid for starting a slide
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
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
// 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()
{
// 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
UpdateSlidingState();
// Updates the position of the player
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;
}
}