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 wall = 0;
private float maxSpeedStore;
private float maxSpeedCap = 100;
private float accelerationStore;
private float capsuleHeight;
private float controllerHeight;
@@ -64,23 +65,16 @@ public class PlayerController : MonoBehaviour
{
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 = transform.TransformDirection(moveDirection);
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
//maxSpeed = maxSpeedStore;
} else {
//moveDirection = (moveDirection.normalized * speed)/4; //Remove this line to make running diagonal the fastest standard run
//maxSpeed = maxSpeedStore/1.75f;
acceleration = acceleration/2;
if(maxSpeed > maxSpeedStore/3)
{
maxSpeed -= acceleration*3;
}
}
moveDirection.y = yStore;
@@ -92,13 +86,18 @@ public class PlayerController : MonoBehaviour
if(Input.GetKey(KeyCode.LeftShift))
{
//moveDirection = (moveDirection.normalized * speed/2);
//maxSpeed = maxSpeedStore/2;
acceleration = acceleration/2;
} else {
//moveDirection = moveDirection.normalized * speed;
//maxSpeed = maxSpeedStore;
acceleration = accelerationStore;
if(maxSpeed > maxSpeedStore/2)
{
maxSpeed -= acceleration;
}
}
if(Input.GetKeyUp(KeyCode.LeftShift) || Input.GetKeyUp(KeyCode.LeftControl))
{
while(maxSpeed < maxSpeedStore)
{
maxSpeed += acceleration;
}
}
if(Input.GetKey(KeyCode.LeftControl))
@@ -117,24 +116,27 @@ public class PlayerController : MonoBehaviour
if(startTime + oneSec >= Time.time)
{
//moveDirection = (moveDirection.normalized * speed * 2);
//maxSpeed = maxSpeedStore*2;
acceleration = acceleration*2;
if(maxSpeed < maxSpeedStore*2)
{
maxSpeed += acceleration;
}
} else {
//moveDirection = (moveDirection.normalized * speed/4);
//maxSpeed = maxSpeedStore/4;
acceleration = acceleration/4;
if(maxSpeed > maxSpeedStore/4)
{
maxSpeed -= acceleration;
}
}
} else {
//moveDirection = moveDirection.normalized * speed;
moveDirection = moveDirection.normalized;
//maxSpeed = maxSpeedStore;
characterController.height = controllerHeight;
capsule.height = capsuleHeight;
transform.localScale = new Vector3(transform.localScale.x, transformHeight, transform.localScale.z);
}
}
@@ -155,8 +157,12 @@ public class PlayerController : MonoBehaviour
if (wallRunning)
{
//maxSpeed = maxSpeedStore*1.5f;
acceleration = acceleration*1.5f;
if(maxSpeed < maxSpeedStore*1.5f)
{
maxSpeed += acceleration;
}
jump = 0;
if(wall == 1)
@@ -168,35 +174,31 @@ public class PlayerController : MonoBehaviour
{
moveDirection.y += Physics.gravity.y * (gravity/8) * Time.deltaTime;
//wallRunning = false;
//maxSpeed = maxSpeedStore;
} else {
moveDirection.y = 0.0f;
}
}
velocity.x += moveDirection.x * acceleration;
velocity.z += moveDirection.z * acceleration;
velocity.x += moveDirection.x;
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
//velocity.x = Mathf.SmoothDamp(velocity.x, 0.0f, ref xVelocity, friction);
//velocity.z = Mathf.SmoothDamp(velocity.z, 0.0f, ref zVelocity, friction);
//Remove or "lower" friction to add an 'ice' effect
velocity.x = Mathf.SmoothDamp(velocity.x, 0.0f, ref xVelocity, 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){
velocity.z -= 0.5f;
} else if(velocity.z < 0.0f){
velocity.z += 0.5f;
if(maxSpeed > maxSpeedCap)
{
maxSpeed = maxSpeedCap;
}
if(characterController.velocity == new Vector3(0, 0, 0))
{
maxSpeed = maxSpeedStore;
}
velocity = Vector3.ClampMagnitude(velocity, maxSpeed);