Compare commits

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Author SHA1 Message Date
Gregory Campbell e638892592 Got momentum based movement fully functional while fixing a few player controller bugs and preferential tweaks 2019-12-21 21:00:36 -05:00
Gregory Campbell 3afdbc4ff0 Fixed issue causing no increased or decreased mmovement based on changing moveset 2019-12-14 23:49:23 -05:00
Gregory Campbell a292dd8b9a Added momentum to player movement and made adjustments to public player variables 2019-12-14 23:40:14 -05:00
Gregory Campbell 31fc08bd5b Slight tweak to improve upon the last merge 2019-12-11 21:33:57 -05:00
Gregory CampbellandGitHub b83c37531a Merge pull request #15 from gjcampbell777/fix_delayed_standing_slide_bug
Fixed delayed standing slide and made standard horz/vert axis movemen…
2019-12-11 21:14:01 -05:00
Gregory Campbell de4da48e05 Fixed delayed standing slide and made standard horz/vert axis movement uniform across keyboard and joystick 2019-12-11 21:12:47 -05:00
Gregory Campbell e616fa50b2 Better Builds implementation for .gitignore 2019-12-07 16:10:09 -05:00
Gregory Campbell 67601fdc7d Updated gitignore to ignore Mac Builds 2019-12-07 16:07:19 -05:00
Gregory Campbell fb0b50645b Changes for deploying builds 2019-12-07 16:05:46 -05:00
Gregory Campbell 9c74c88b46 Merging all expand_test_area changes through master since trying to merge that branch while removing what is out of date is too much of a pain to deal with 2019-12-07 15:47:13 -05:00
Gregory CampbellandGitHub a102dea709 Merge pull request #14 from gjcampbell777/revert-13-expand_test_area
Revert "Expand test area"
2019-12-07 15:33:24 -05:00
Gregory CampbellandGitHub d84d484f8f Revert "Expand test area" 2019-12-07 15:33:13 -05:00
Gregory CampbellandGitHub 7dfaa0e4df Merge pull request #13 from gjcampbell777/expand_test_area
Expand test area
2019-12-07 15:25:00 -05:00
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 c88ef3ac24 Changed which object rotates when player faces directions and added new texture/material so player front and back are more clear 2019-11-24 17:53:48 -05:00
Gregory Campbell dcdda5d586 Updated Unity version 2019-11-24 17:27:29 -05:00
Gregory Campbell 2d5ce21ea7 Created, Added and Applied a basic texture that helps show which way the player chracter is facing 2019-11-17 20:30:33 -05:00
Gregory CampbellandGitHub a213f1ed56 Merge pull request #9 from gjcampbell777/directional_rotation
Made character direction change more smooth and less binary
2019-11-17 20:18:10 -05:00
Gregory Campbell 4c04f3d802 Made character direction change more smooth and less binary 2019-11-17 20:17:16 -05:00
Gregory CampbellandGitHub 8f6ff0b698 Merge pull request #8 from gjcampbell777/directional_rotation
Directional rotation
2019-11-10 21:07:29 -05:00
Gregory Campbell a0d01964c7 Merge branch 'directional_rotation' of github.com:gjcampbell777/3DSpeedPlatformer into directional_rotation 2019-11-10 21:06:21 -05:00
Gregory Campbell b696d526d5 Player moves based on where the camera is pointing and faces the direction in which it is moving 2019-11-10 21:04:52 -05:00
Gregory Campbell b6ad41aa53 Character faces direction but then input moves character relative to the position character is facing 2019-11-10 20:40:36 -05:00
Gregory CampbellandGitHub d50f3f315e Merge pull request #7 from gjcampbell777/free_rotating_camera
Free rotating camera
2019-11-10 20:39:26 -05:00
Gregory Campbell e99156177b Commented out the reset camera button since that functionality may be useless in the long run 2019-11-10 20:37:51 -05:00
Gregory Campbell 8c48b3bdbb Updated project version and scene 2019-11-10 19:33:17 -05:00
Gregory Campbell 8891b70641 Implemented static y axis rotation when reset button is pressed 2019-10-17 23:40:37 -04:00
Gregory Campbell d8e0b5fa80 Implemented free roam camera. Working on a button which resets camera location. 2019-10-13 14:02:58 -04:00
Gregory Campbell 71667543b7 Character faces direction but then input moves character relative to the position character is facing 2019-10-13 12:56:56 -04:00
Gregory Campbell e104e71bba Updated Unity Version 2019-10-13 12:30:41 -04:00
Gregory Campbell bb50976229 Inital push. Potential start to a camera that can 360 rotate around the player 2019-10-06 20:45:57 -04:00
Gregory CampbellandGitHub a38633b581 Merge pull request #6 from gjcampbell777/player_rotation
Added simple player rotation
2019-10-06 20:32:33 -04:00
Gregory Campbell 1b3bf960e4 Initial push. Floating stationary platforms added. 2019-10-02 20:43:13 -04:00
31 changed files with 2304 additions and 140 deletions
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+18 -9
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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);
@@ -47,17 +53,20 @@ 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;
} */
Quaternion rotation = Quaternion.Euler(angleX, angleY, 0); float cameraAngle = transform.eulerAngles.y;
transform.position = player.position - (rotation * offset);
//} Quaternion rotation = Quaternion.Euler(angleX, angleY, 0);
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);
+106 -29
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@@ -10,68 +10,145 @@ 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 maxSpeed;
public float gravity = 5.0f; public float acceleration;
public float rotationSpeed = 150.0f; public float friction;
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 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 moveDirection;
private Vector3 velocity;
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;
maxSpeedStore = maxSpeed;
} }
void Update() void Update()
{ {
float yStore = moveDirection.y; float yStore = moveDirection.y;
moveDirection = (transform.forward * Input.GetAxisRaw("Vertical")) + (transform.right * Input.GetAxisRaw("Horizontal")); maxSpeed = maxSpeedStore;
//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);
//Player rotation velocity.x += moveDirection.x * acceleration;
transform.Rotate(0, Input.GetAxis("Horizontal") * Time.deltaTime * rotationSpeed, 0); velocity.z += moveDirection.z * acceleration;
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 maxSpeed = maxSpeedStore;
{
moveDirection = (moveDirection.normalized * speed)/4; //Remove this line to make running diagonal the fastest standard run } else {
//moveDirection = (moveDirection.normalized * speed)/4; //Remove this line to make running diagonal the fastest standard run
maxSpeed = maxSpeedStore/2;
} }
moveDirection.y = yStore; moveDirection.y = yStore;
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))
{ {
moveDirection = (moveDirection.normalized * speed/2); //moveDirection = (moveDirection.normalized * speed/2);
maxSpeed = maxSpeedStore/2;
} else {
//moveDirection = moveDirection.normalized * speed;
maxSpeed = maxSpeedStore;
}
if(Input.GetKey(KeyCode.LeftControl))
{
characterController.height /= 2;
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)
&& (Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0))
{
startTime = Time.time;
}
if(startTime + oneSec >= Time.time)
{
//moveDirection = (moveDirection.normalized * speed * 2);
maxSpeed = maxSpeedStore*2;
} else {
//moveDirection = (moveDirection.normalized * speed/4);
maxSpeed = maxSpeedStore/4;
}
} else { } else {
moveDirection = moveDirection.normalized * speed; moveDirection = moveDirection.normalized * speed;
} characterController.height = controllerHeight;
capsule.height = capsuleHeight;
if (Input.GetButtonDown("Jump")) transform.localScale = new Vector3(transform.localScale.x, transformHeight, transform.localScale.z);
{
moveDirection.y = jumpSpeed;
}
} else {
if (Input.GetButtonDown("Jump") && extraJump == true)
{
moveDirection.y = jumpSpeed;
extraJump = false;
} }
} }
moveDirection.y = moveDirection.y + (Physics.gravity.y * gravity * Time.deltaTime); 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)
{
moveDirection.y = jumpHeight;
jump++;
}
moveDirection.y += Physics.gravity.y * gravity * Time.deltaTime;
velocity = Vector3.ClampMagnitude(velocity, maxSpeed);
velocity.y = moveDirection.y;
// Move the controller // Move the controller
characterController.Move(moveDirection * Time.deltaTime); characterController.Move(velocity * Time.deltaTime);
//Move the player in different directions based on camera look direction
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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