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Author SHA1 Message Date
Gregory CampbellandGitHub a6c845e6bf Merge branch 'master' into expand_test_area 2019-12-07 15:24:48 -05:00
Gregory Campbell d8608b3d1e Renamed Test Scene so it may be easier to merge 2019-12-07 13:31:17 -05:00
Gregory Campbell 9de4193758 Added more crawling/sliding obstacles and updated unity version 2019-12-07 13:21:24 -05:00
Gregory Campbell 416f976587 Added new obstacles and platforms as well as a new material for prototyping 2019-12-07 00:37:06 -05:00
Gregory CampbellandGitHub 28bcba0680 Merge pull request #12 from gjcampbell777/crawl_slide_button
Crawl slide button
2019-12-06 22:36:03 -05:00
Gregory Campbell 645395a43c Added implementation so that crawling in differentiated from sliding through current player movement 2019-12-06 22:34:57 -05:00
Gregory Campbell ba63ebf72b Added sliding which reverts back to crouching/crawling after 1 second 2019-12-05 23:17:24 -05:00
Gregory Campbell 9c10ca695d Crouching/crawling functionality is working 2019-12-05 22:42:16 -05:00
Gregory CampbellandGitHub c13613ca25 Merge pull request #11 from gjcampbell777/rework_jump_counter
Cleaned up jumping and double jumping implementation
2019-12-05 21:58:53 -05:00
Gregory Campbell 2ade04fcba Cleaned up jumping and double jumping implementation 2019-12-05 21:57:29 -05:00
Gregory Campbell 6c112d7784 Updated Unity version and updated asset packages to avoid deprecation 2019-12-01 16:15:44 -05:00
Gregory CampbellandGitHub b4f80a4cf1 Merge pull request #10 from gjcampbell777/player_capsule_faces_movement_direction
Changed which object rotates when player faces directions and added n…
2019-11-24 17:55:15 -05:00
Gregory Campbell 1b3bf960e4 Initial push. Floating stationary platforms added. 2019-10-02 20:43:13 -04:00
19 changed files with 3996 additions and 70 deletions
+77
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@@ -0,0 +1,77 @@
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+49 -15
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@@ -10,20 +10,31 @@ using System.Collections;
public class PlayerController : MonoBehaviour
{
CharacterController characterController;
CapsuleCollider capsule;
public float speed;
public float jumpSpeed;
public float jumpHeight;
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;
float startTime = 0.0f;
float oneSec = 1.0f;
void Start()
{
characterController = GetComponent<CharacterController>();
capsule = GetComponent<CapsuleCollider>();
transformHeight = transform.localScale.y;
controllerHeight = characterController.height;
capsuleHeight = capsule.height;
}
void Update()
@@ -33,11 +44,10 @@ public class PlayerController : MonoBehaviour
//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
} else
{
} else {
moveDirection = (moveDirection.normalized * speed)/4; //Remove this line to make running diagonal the fastest standard run
}
@@ -45,7 +55,7 @@ public class PlayerController : MonoBehaviour
if (characterController.isGrounded)
{
extraJump = true;
jump = 0;
moveDirection.y = 0.0f;
if(Input.GetKey(KeyCode.LeftShift))
@@ -55,21 +65,45 @@ public class PlayerController : MonoBehaviour
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 {
moveDirection = moveDirection.normalized * speed;
characterController.height = controllerHeight;
capsule.height = capsuleHeight;
transform.localScale = new Vector3(transform.localScale.x, transformHeight, transform.localScale.z);
}
} else {
if (Input.GetButtonDown("Jump") && extraJump == true)
{
moveDirection.y = jumpSpeed;
extraJump = false;
}
}
if (Input.GetButtonDown("Jump") && jump <= 1)
{
moveDirection.y = jumpHeight;
jump++;
}
moveDirection.y = moveDirection.y + (Physics.gravity.y * gravity * Time.deltaTime);
moveDirection.y += Physics.gravity.y * gravity * Time.deltaTime;
// Move the controller
characterController.Move(moveDirection * Time.deltaTime);
+3 -4
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+2 -2
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