289 lines
10 KiB
C#
289 lines
10 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Polyart {
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public class FirstPersonController: MonoBehaviour
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{
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public static FirstPersonController instance;
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public bool CanMove { get; private set; } = true;
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private bool isSprinting => canSprint && Input.GetKey(sprintKey);
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private bool ShouldJump => Input.GetKeyDown(jumpKey) && characterController.isGrounded;
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private bool ShouldCrouch => Input.GetKeyDown(crouchKey) && !duringCrouchAnim && characterController.isGrounded;
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[Header("Character Options")]
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[SerializeField] private bool canSprint = true;
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[SerializeField] private bool canJump = true;
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[SerializeField] private bool canCrouch = true;
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[SerializeField] private bool canHeadBob = true;
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[SerializeField] private bool canInteract = true;
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[SerializeField] private bool useFootsteps = true;
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[Header("Controls")]
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[SerializeField] private KeyCode sprintKey = KeyCode.LeftShift;
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[SerializeField] private KeyCode jumpKey = KeyCode.Space;
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[SerializeField] private KeyCode crouchKey = KeyCode.LeftControl;
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[SerializeField] private KeyCode interactKey = KeyCode.E;
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[Header("Interaction")]
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[SerializeField] private Vector3 interactionRayPoint = default;
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[SerializeField] private float interactionDistance = default;
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[SerializeField] private LayerMask interactionLayer = default;
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private Interactable_Dreamscape currentInteractable;
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[Header("Movement Parameters")]
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[SerializeField] private float walkSpeed = 3.0f;
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[SerializeField] private float sprintSpeed = 6.0f;
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[SerializeField] private float crouchSpeed = 1.5f;
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[Header("Camera Parameters")]
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[SerializeField, Range(1, 10)] private float lookSpeedX = 2.0f;
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[SerializeField, Range(1, 10)] private float lookSpeedY = 2.0f;
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[SerializeField, Range(1, 180)] private float lowerLookLimit = 80.0f;
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[SerializeField, Range(1, 180)] private float upperLookLimit = 80.0f;
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[Header("Jumping Parameters")]
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[SerializeField] private float jumpForce = 8.0f;
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[SerializeField] private float gravity = 30.0f;
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[Header("Crouching Parameters")]
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[SerializeField] private float crouchHeight = 0.5f;
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[SerializeField] private float standinghHeight = 2f;
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[SerializeField] private float timeToCrouch = 0.25f;
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[SerializeField] private Vector3 crouchCenter = new Vector3(0, 0.5f, 0);
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[SerializeField] private Vector3 standingCenter = new Vector3(0, 0, 0);
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private bool isCrouching;
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private bool duringCrouchAnim;
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[Header("Headbob Parameters")]
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[SerializeField] private float walkBobSpeed = 14.0f;
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[SerializeField] private float walkBobAmount = 0.05f;
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[SerializeField] private float sprintBobSpeed = 18.0f;
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[SerializeField] private float sprintBobAmount = 0.11f;
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[Header("Footstep Parameters")]
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[SerializeField] private float baseStepSpeed = 0.5f;
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[SerializeField] private float crouchStepMultiplier = 1.5f;
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[SerializeField] private float sprintStepMultiplier = 0.6f;
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[SerializeField] private AudioSource footstepAudioSource = default;
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[SerializeField] private AudioClip[] woodClips = default;
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[SerializeField] private AudioClip[] stoneClips = default;
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[SerializeField] private AudioClip[] waterClips = default;
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[SerializeField] private AudioClip[] grassClips = default;
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private float footstepTimer = 0;
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private float GetCurrentOffset => isCrouching ? baseStepSpeed * crouchStepMultiplier : isSprinting ? baseStepSpeed * sprintStepMultiplier : baseStepSpeed;
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private float defaultYPos = 0;
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private float timer;
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private Camera playerCamera;
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private CharacterController characterController;
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private Vector3 moveDirection;
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private Vector2 currentInput;
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private float rotationX = 0;
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void Awake()
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{
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playerCamera = GetComponentInChildren<Camera>();
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characterController = GetComponent<CharacterController>();
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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defaultYPos = playerCamera.transform.localPosition.y;
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}
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private void Start()
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{
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if (instance != null)
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{
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Destroy(gameObject);
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}
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else
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{
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instance = this;
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}
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DontDestroyOnLoad(gameObject);
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}
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// Update is called once per frame
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void Update()
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{
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if (CanMove)
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{
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HandleMovementInput();
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HandleMouseLook();
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if (canJump)
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HandleJump();
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if (canCrouch)
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HandleCrouch();
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if (canHeadBob)
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{
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HandleHeadBob();
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}
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if (canInteract)
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{
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HandleInteractionCheck();
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HandleInteractionInput();
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}
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if (useFootsteps)
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{
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HandleFootsteps();
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}
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ApplyFinalMovements();
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}
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}
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private void HandleMovementInput()
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{
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currentInput = new Vector2((isCrouching ? crouchSpeed : isSprinting ? sprintSpeed : walkSpeed) * Input.GetAxis("Vertical"), (isCrouching ? crouchSpeed : isSprinting ? sprintSpeed : walkSpeed) * Input.GetAxis("Horizontal"));
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float moveDirectionY = moveDirection.y;
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moveDirection = (transform.TransformDirection(Vector3.forward) * currentInput.x) + (transform.TransformDirection(Vector3.right) * currentInput.y);
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moveDirection.y = moveDirectionY;
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}
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private void HandleHeadBob()
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{
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if (!characterController.isGrounded) return;
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if (Mathf.Abs(moveDirection.x) > 0.1f || Mathf.Abs(moveDirection.z) > 0.1f)
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{
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timer += Time.deltaTime * (isSprinting ? sprintBobSpeed : walkBobSpeed);
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playerCamera.transform.localPosition = new Vector3(
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playerCamera.transform.localPosition.x,
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defaultYPos + Mathf.Sin(timer) * (isSprinting ? sprintBobAmount : walkBobAmount),
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playerCamera.transform.localPosition.z);
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}
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}
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private void HandleMouseLook()
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{
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rotationX -= Input.GetAxis("Mouse Y") * lookSpeedY;
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rotationX = Mathf.Clamp(rotationX, -upperLookLimit, lowerLookLimit);
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playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);
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transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeedX, 0);
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}
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private void HandleJump()
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{
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if (ShouldJump)
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moveDirection.y = jumpForce;
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}
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private void HandleCrouch()
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{
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if (ShouldCrouch)
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StartCoroutine(CrouchStand());
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}
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private void ApplyFinalMovements()
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{
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if (!characterController.isGrounded)
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moveDirection.y -= gravity * Time.deltaTime;
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characterController.Move(moveDirection * Time.deltaTime);
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}
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private IEnumerator CrouchStand()
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{
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if (isCrouching && Physics.Raycast(playerCamera.transform.position, Vector3.up, 1f))
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yield break;
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duringCrouchAnim = true;
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float timeElapsed = 0;
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float targetHeight = isCrouching ? standinghHeight : crouchHeight;
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float currentHeight = characterController.height;
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Vector3 targetCenter = isCrouching ? standingCenter : crouchCenter;
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Vector3 currentCenter = characterController.center;
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while (timeElapsed < timeToCrouch)
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{
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characterController.height = Mathf.Lerp(currentHeight, targetHeight, timeElapsed / timeToCrouch);
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characterController.center = Vector3.Lerp(currentCenter, targetCenter, timeElapsed / timeToCrouch);
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timeElapsed += Time.deltaTime;
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yield return null;
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}
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characterController.height = targetHeight;
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characterController.center = targetCenter;
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isCrouching = !isCrouching;
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duringCrouchAnim = false;
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}
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private void HandleInteractionCheck()
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{
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if (Physics.Raycast(playerCamera.ViewportPointToRay(interactionRayPoint), out RaycastHit hit, interactionDistance))
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{
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if(hit.collider.gameObject.layer == 7 && (currentInteractable == null || hit.collider.gameObject.GetInstanceID() != currentInteractable.gameObject.GetInstanceID()))
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{
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hit.collider.TryGetComponent(out currentInteractable);
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if (currentInteractable)
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currentInteractable.OnFocus();
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}
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}
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else if (currentInteractable)
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{
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currentInteractable.OnLoseFocus();
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currentInteractable = null;
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}
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}
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private void HandleFootsteps()
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{
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if (!characterController.isGrounded) return;
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if (currentInput == Vector2.zero) return;
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footstepTimer -= Time.deltaTime;
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if(footstepTimer <= 0)
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{
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if(Physics.Raycast(playerCamera.transform.position,Vector3.down, out RaycastHit hit, 2))
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{
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switch (hit.collider.tag)
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{
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case "Footsteps/Grass":
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footstepAudioSource.PlayOneShot(grassClips[Random.Range(0, grassClips.Length - 1)]);
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break;
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case "Footsteps/Stone":
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footstepAudioSource.PlayOneShot(stoneClips[Random.Range(0, stoneClips.Length - 1)]);
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break;
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case "Footsteps/Water":
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footstepAudioSource.PlayOneShot(waterClips[Random.Range(0, waterClips.Length - 1)]);
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break;
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case "Footsteps/Wood":
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footstepAudioSource.PlayOneShot(woodClips[Random.Range(0, woodClips.Length - 1)]);
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break;
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default:
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footstepAudioSource.PlayOneShot(grassClips[Random.Range(0, grassClips.Length - 1)]);
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break;
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}
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}
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footstepTimer = GetCurrentOffset;
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}
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}
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private void HandleInteractionInput()
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{
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if(Input.GetKeyDown(interactKey) && currentInteractable !=null && Physics.Raycast(playerCamera.ViewportPointToRay(interactionRayPoint),out RaycastHit hit, interactionDistance, interactionLayer))
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{
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currentInteractable.OnInteract();
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}
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}
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}
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}
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