Merge branch 'master' into expand_test_area

This commit is contained in:
Gregory Campbell
2019-12-07 15:24:48 -05:00
committed by GitHub
23 changed files with 458 additions and 37 deletions
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@@ -140,7 +140,7 @@ GameObject:
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+17 -8
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@@ -19,7 +19,7 @@ public class CameraController : MonoBehaviour
} }
pivot.position = player.position; pivot.position = player.position;
pivot.parent = player.transform; pivot.parent = null;
Cursor.visible = !Cursor.visible; Cursor.visible = !Cursor.visible;
Cursor.lockState = CursorLockMode.Locked; Cursor.lockState = CursorLockMode.Locked;
@@ -27,7 +27,7 @@ public class CameraController : MonoBehaviour
void LateUpdate(){ void LateUpdate(){
float camX = Input.GetAxisRaw("Mouse X") * rotateSpeed; float camX = Input.GetAxisRaw("Mouse X") * rotateSpeed;
player.Rotate(0, camX, 0); pivot.Rotate(0, camX, 0);
float camY = Input.GetAxisRaw("Mouse Y") * rotateSpeed; float camY = Input.GetAxisRaw("Mouse Y") * rotateSpeed;
if (invertY){ if (invertY){
@@ -36,6 +36,12 @@ public class CameraController : MonoBehaviour
pivot.Rotate(-camY, 0, 0); pivot.Rotate(-camY, 0, 0);
} }
if(Input.GetKey(KeyCode.LeftShift))
{
player.Rotate(0, camX, 0);
pivot.Rotate(0, 0, 0);
}
if(pivot.rotation.eulerAngles.x > maxViewAngle && pivot.rotation.eulerAngles.x < 180f) if(pivot.rotation.eulerAngles.x > maxViewAngle && pivot.rotation.eulerAngles.x < 180f)
{ {
pivot.rotation = Quaternion.Euler(maxViewAngle, 0, 0); pivot.rotation = Quaternion.Euler(maxViewAngle, 0, 0);
@@ -47,18 +53,21 @@ public class CameraController : MonoBehaviour
} }
float camZ = Input.GetAxisRaw("Mouse ScrollWheel"); float camZ = Input.GetAxisRaw("Mouse ScrollWheel");
float angleY = pivot.eulerAngles.y;
float angleX = pivot.eulerAngles.x; float angleX = pivot.eulerAngles.x;
float angleY = player.eulerAngles.y;
float cameraAngle = transform.eulerAngles.y;
//if (Mathf.Abs(cameraAngle - angleY) <= 45){ Potential start for camera following similar to banjo/mario64 /* Code to force the camera behind the player
if(Input.GetKey(KeyCode.LeftShift))
{
angleY = player.eulerAngles.y;
angleX = player.eulerAngles.x;
} */
float cameraAngle = transform.eulerAngles.y;
Quaternion rotation = Quaternion.Euler(angleX, angleY, 0); Quaternion rotation = Quaternion.Euler(angleX, angleY, 0);
transform.position = player.position - (rotation * offset); transform.position = player.position - (rotation * offset);
//}
if(transform.position.y < player.position.y){ if(transform.position.y < player.position.y){
transform.position = new Vector3(transform.position.x, player.position.y - 0.5f, transform.position.z); transform.position = new Vector3(transform.position.x, player.position.y - 0.5f, transform.position.z);
} }
+65 -17
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@@ -10,30 +10,44 @@ using System.Collections;
public class PlayerController : MonoBehaviour public class PlayerController : MonoBehaviour
{ {
CharacterController characterController; CharacterController characterController;
CapsuleCollider capsule;
public float speed = 20.0f; public float speed;
public float jumpSpeed = 15.0f; public float jumpHeight;
public float gravity = 5.0f; public float gravity;
public float rotationSpeed;
public Transform pivot;
public GameObject playerModel;
private bool extraJump = true; private int jump = 0;
private float capsuleHeight;
private float controllerHeight;
private float transformHeight;
private Vector3 moveDirection; private Vector3 moveDirection;
float startTime = 0.0f;
float oneSec = 1.0f;
void Start() void Start()
{ {
characterController = GetComponent<CharacterController>(); characterController = GetComponent<CharacterController>();
capsule = GetComponent<CapsuleCollider>();
transformHeight = transform.localScale.y;
controllerHeight = characterController.height;
capsuleHeight = capsule.height;
} }
void Update() void Update()
{ {
float yStore = moveDirection.y; float yStore = moveDirection.y;
moveDirection = (transform.forward * Input.GetAxisRaw("Vertical")) + (transform.right * Input.GetAxisRaw("Horizontal")); //Need to switch to 'raw' when using keyboard
moveDirection = (transform.forward * Input.GetAxis("Vertical")) + (transform.right * Input.GetAxis("Horizontal"));
if (extraJump == true) 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
} else } 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
} }
@@ -41,7 +55,7 @@ public class PlayerController : MonoBehaviour
if (characterController.isGrounded) if (characterController.isGrounded)
{ {
extraJump = true; jump = 0;
moveDirection.y = 0.0f; moveDirection.y = 0.0f;
if(Input.GetKey(KeyCode.LeftShift)) if(Input.GetKey(KeyCode.LeftShift))
@@ -51,23 +65,57 @@ public class PlayerController : MonoBehaviour
moveDirection = moveDirection.normalized * speed; moveDirection = moveDirection.normalized * speed;
} }
if (Input.GetButtonDown("Jump")) if(Input.GetKey(KeyCode.LeftControl))
{ {
moveDirection.y = jumpSpeed;
characterController.height /= 2;
capsule.height /= 2;
transform.localScale = new Vector3(transform.localScale.x, transformHeight/2, transform.localScale.z);
if(Input.GetKeyDown(KeyCode.LeftControl))
{
startTime = Time.time;
}
if(characterController.velocity != new Vector3(0, 0, 0) && startTime + oneSec >= Time.time)
{
moveDirection = (moveDirection.normalized * speed * 2);
} else {
moveDirection = (moveDirection.normalized * speed/4);
} }
} else { } else {
if (Input.GetButtonDown("Jump") && extraJump == true) moveDirection = moveDirection.normalized * speed;
characterController.height = controllerHeight;
capsule.height = capsuleHeight;
transform.localScale = new Vector3(transform.localScale.x, transformHeight, transform.localScale.z);
}
}
if (Input.GetButtonDown("Jump") && jump <= 1)
{ {
moveDirection.y = jumpSpeed; moveDirection.y = jumpHeight;
extraJump = false; jump++;
} }
} moveDirection.y += Physics.gravity.y * gravity * Time.deltaTime;
moveDirection.y = moveDirection.y + (Physics.gravity.y * gravity * Time.deltaTime);
// Move the controller // Move the controller
characterController.Move(moveDirection * Time.deltaTime); characterController.Move(moveDirection * 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);
Quaternion newRotation = Quaternion.LookRotation(new Vector3(moveDirection.x, 0f, moveDirection.z));
playerModel.transform.rotation = Quaternion.Slerp(playerModel.transform.rotation, newRotation, rotationSpeed * Time.deltaTime);
}
} }
} }
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