Merge pull request #16 from gjcampbell777/add_momentum_to_movement

Add momentum to movement
This commit is contained in:
Gregory Campbell
2019-12-21 21:03:56 -05:00
committed by GitHub
2 changed files with 51 additions and 15 deletions
+4 -1
View File
@@ -1284,7 +1284,10 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 83127dd120c01de45954b99cc4d669a5, type: 3}
m_Name:
m_EditorClassIdentifier:
speed: 20
speed: 10
maxSpeed: 25
acceleration: 3
friction: 0.1
jumpHeight: 20
gravity: 5
rotationSpeed: 20
+47 -14
View File
@@ -13,6 +13,9 @@ public class PlayerController : MonoBehaviour
CapsuleCollider capsule;
public float speed;
public float maxSpeed;
public float acceleration;
public float friction;
public float jumpHeight;
public float gravity;
public float rotationSpeed;
@@ -20,10 +23,14 @@ public class PlayerController : MonoBehaviour
public GameObject playerModel;
private int jump = 0;
private float maxSpeedStore;
private float capsuleHeight;
private float controllerHeight;
private float transformHeight;
private float xVelocity = 0.0f;
private float zVelocity = 0.0f;
private Vector3 moveDirection;
private Vector3 velocity;
float startTime = 0.0f;
float oneSec = 1.0f;
@@ -35,20 +42,31 @@ public class PlayerController : MonoBehaviour
transformHeight = transform.localScale.y;
controllerHeight = characterController.height;
capsuleHeight = capsule.height;
maxSpeedStore = maxSpeed;
}
void Update()
{
float yStore = moveDirection.y;
maxSpeed = maxSpeedStore;
//Need to switch to 'raw' when using keyboard
moveDirection = (transform.forward * Input.GetAxis("Vertical")) + (transform.right * Input.GetAxis("Horizontal"));
//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);
velocity.x += moveDirection.x * acceleration;
velocity.z += moveDirection.z * acceleration;
if (jump <= 1)
{
moveDirection = moveDirection.normalized * speed; //Remove this line to make running diagonal the fastest standard run
//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
//moveDirection = (moveDirection.normalized * speed)/4; //Remove this line to make running diagonal the fastest standard run
maxSpeed = maxSpeedStore/2;
}
moveDirection.y = yStore;
@@ -60,9 +78,11 @@ public class PlayerController : MonoBehaviour
if(Input.GetKey(KeyCode.LeftShift))
{
moveDirection = (moveDirection.normalized * speed/2);
//moveDirection = (moveDirection.normalized * speed/2);
maxSpeed = maxSpeedStore/2;
} else {
moveDirection = moveDirection.normalized * speed;
//moveDirection = moveDirection.normalized * speed;
maxSpeed = maxSpeedStore;
}
if(Input.GetKey(KeyCode.LeftControl))
@@ -72,20 +92,23 @@ public class PlayerController : MonoBehaviour
capsule.height /= 2;
transform.localScale = new Vector3(transform.localScale.x, transformHeight/2, transform.localScale.z);
if(Input.GetKeyDown(KeyCode.LeftControl) && characterController.velocity != new Vector3(0, 0, 0))
if(Input.GetKeyDown(KeyCode.LeftControl) && characterController.velocity != new Vector3(0, 0, 0)
&& (Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0))
{
startTime = Time.time;
}
}
if(startTime + oneSec >= Time.time)
{
moveDirection = (moveDirection.normalized * speed * 2);
//moveDirection = (moveDirection.normalized * speed * 2);
maxSpeed = maxSpeedStore*2;
} else {
moveDirection = (moveDirection.normalized * speed/4);
//moveDirection = (moveDirection.normalized * speed/4);
maxSpeed = maxSpeedStore/4;
}
} else {
@@ -95,7 +118,14 @@ public class PlayerController : MonoBehaviour
transform.localScale = new Vector3(transform.localScale.x, transformHeight, transform.localScale.z);
}
}
}
if(Input.GetAxis("Horizontal") == 0 && Input.GetAxis("Vertical") == 0){
velocity.x = Mathf.SmoothDamp(velocity.x, 0.0f, ref xVelocity, friction);
velocity.z = Mathf.SmoothDamp(velocity.z, 0.0f, ref zVelocity, friction);
}
if (Input.GetButtonDown("Jump") && jump <= 1)
{
@@ -105,11 +135,14 @@ public class PlayerController : MonoBehaviour
moveDirection.y += Physics.gravity.y * gravity * Time.deltaTime;
velocity = Vector3.ClampMagnitude(velocity, maxSpeed);
velocity.y = moveDirection.y;
// Move the controller
characterController.Move(moveDirection * Time.deltaTime);
characterController.Move(velocity * Time.deltaTime);
//Move the player in different directions based on camera look direction
//Need to switch to 'raw' when using keyboard
if(Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0)
{
transform.rotation = Quaternion.Euler(0f, pivot.rotation.eulerAngles.y, 0f);