Got a fully functional implementation of acceleration/decceleration that meshes well across all inputs. Will do further testing/tinkering before merging

This commit is contained in:
Gregory Campbell
2020-01-04 15:52:45 -05:00
parent 573b4815ea
commit 386b51589e
+49 -47
View File
@@ -26,6 +26,7 @@ public class PlayerController : MonoBehaviour
private int jump = 0; private int jump = 0;
private int wall = 0; private int wall = 0;
private float maxSpeedStore; private float maxSpeedStore;
private float maxSpeedCap = 100;
private float accelerationStore; private float accelerationStore;
private float capsuleHeight; private float capsuleHeight;
private float controllerHeight; private float controllerHeight;
@@ -64,23 +65,16 @@ public class PlayerController : MonoBehaviour
{ {
float yStore = moveDirection.y; float yStore = moveDirection.y;
maxSpeed = maxSpeedStore;
acceleration = accelerationStore;
//Need to switch to 'raw' when using keyboard
//moveDirection = (transform.forward * Input.GetAxis("Vertical")) + (transform.right * Input.GetAxis("Horizontal"));
moveDirection = new Vector3(Input.GetAxis("Horizontal"), moveDirection.y, Input.GetAxis("Vertical")); moveDirection = new Vector3(Input.GetAxis("Horizontal"), moveDirection.y, Input.GetAxis("Vertical"));
moveDirection = transform.TransformDirection(moveDirection); moveDirection = transform.TransformDirection(moveDirection);
moveDirection = Vector3.ClampMagnitude(moveDirection, 1.0f); moveDirection = Vector3.ClampMagnitude(moveDirection, 1.0f);
if (jump <= 1) if (jump > 2)
{ {
//moveDirection = moveDirection.normalized * speed; //Remove this line to make running diagonal the fastest standard run if(maxSpeed > maxSpeedStore/3)
//maxSpeed = maxSpeedStore; {
maxSpeed -= acceleration*3;
} else { }
//moveDirection = (moveDirection.normalized * speed)/4; //Remove this line to make running diagonal the fastest standard run
//maxSpeed = maxSpeedStore/1.75f;
acceleration = acceleration/2;
} }
moveDirection.y = yStore; moveDirection.y = yStore;
@@ -92,13 +86,18 @@ public class PlayerController : MonoBehaviour
if(Input.GetKey(KeyCode.LeftShift)) if(Input.GetKey(KeyCode.LeftShift))
{ {
//moveDirection = (moveDirection.normalized * speed/2); if(maxSpeed > maxSpeedStore/2)
//maxSpeed = maxSpeedStore/2; {
acceleration = acceleration/2; maxSpeed -= acceleration;
} else { }
//moveDirection = moveDirection.normalized * speed; }
//maxSpeed = maxSpeedStore;
acceleration = accelerationStore; if(Input.GetKeyUp(KeyCode.LeftShift) || Input.GetKeyUp(KeyCode.LeftControl))
{
while(maxSpeed < maxSpeedStore)
{
maxSpeed += acceleration;
}
} }
if(Input.GetKey(KeyCode.LeftControl)) if(Input.GetKey(KeyCode.LeftControl))
@@ -117,24 +116,27 @@ public class PlayerController : MonoBehaviour
if(startTime + oneSec >= Time.time) if(startTime + oneSec >= Time.time)
{ {
//moveDirection = (moveDirection.normalized * speed * 2); if(maxSpeed < maxSpeedStore*2)
//maxSpeed = maxSpeedStore*2; {
acceleration = acceleration*2; maxSpeed += acceleration;
}
} else { } else {
//moveDirection = (moveDirection.normalized * speed/4); if(maxSpeed > maxSpeedStore/4)
//maxSpeed = maxSpeedStore/4; {
acceleration = acceleration/4; maxSpeed -= acceleration;
}
} }
} else { } else {
//moveDirection = moveDirection.normalized * speed;
moveDirection = moveDirection.normalized; //maxSpeed = maxSpeedStore;
characterController.height = controllerHeight; characterController.height = controllerHeight;
capsule.height = capsuleHeight; capsule.height = capsuleHeight;
transform.localScale = new Vector3(transform.localScale.x, transformHeight, transform.localScale.z); transform.localScale = new Vector3(transform.localScale.x, transformHeight, transform.localScale.z);
} }
} }
@@ -155,8 +157,12 @@ public class PlayerController : MonoBehaviour
if (wallRunning) if (wallRunning)
{ {
//maxSpeed = maxSpeedStore*1.5f;
acceleration = acceleration*1.5f; if(maxSpeed < maxSpeedStore*1.5f)
{
maxSpeed += acceleration;
}
jump = 0; jump = 0;
if(wall == 1) if(wall == 1)
@@ -168,35 +174,31 @@ public class PlayerController : MonoBehaviour
{ {
moveDirection.y += Physics.gravity.y * (gravity/8) * Time.deltaTime; moveDirection.y += Physics.gravity.y * (gravity/8) * Time.deltaTime;
//wallRunning = false;
//maxSpeed = maxSpeedStore;
} else { } else {
moveDirection.y = 0.0f; moveDirection.y = 0.0f;
} }
} }
velocity.x += moveDirection.x * acceleration; velocity.x += moveDirection.x;
velocity.z += moveDirection.z * acceleration; velocity.z += moveDirection.z;
//if(Input.GetAxis("Horizontal") == 0 && Input.GetAxis("Vertical") == 0){ if(Input.GetAxis("Horizontal") == 0 && Input.GetAxis("Vertical") == 0){
//Remove or lower friction to add an 'ice' effect //Remove or "lower" friction to add an 'ice' effect
//velocity.x = Mathf.SmoothDamp(velocity.x, 0.0f, ref xVelocity, friction); velocity.x = Mathf.SmoothDamp(velocity.x, 0.0f, ref xVelocity, friction);
//velocity.z = Mathf.SmoothDamp(velocity.z, 0.0f, ref zVelocity, friction); velocity.z = Mathf.SmoothDamp(velocity.z, 0.0f, ref zVelocity, friction);
//}
if(velocity.x > 0.0f){
velocity.x -= 0.5f;
} else if(velocity.x < 0.0f){
velocity.x += 0.5f;
} }
if(velocity.z > 0.0f){ if(maxSpeed > maxSpeedCap)
velocity.z -= 0.5f; {
} else if(velocity.z < 0.0f){ maxSpeed = maxSpeedCap;
velocity.z += 0.5f; }
if(characterController.velocity == new Vector3(0, 0, 0))
{
maxSpeed = maxSpeedStore;
} }
velocity = Vector3.ClampMagnitude(velocity, maxSpeed); velocity = Vector3.ClampMagnitude(velocity, maxSpeed);