Compare commits

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Author SHA1 Message Date
Gregory Campbell 996e1e3b20 Fully functional and satisfactory acc/decc in movement (although a little slippery, might require more tweakign later on) 2020-01-04 16:15:15 -05:00
Gregory Campbell 386b51589e Got a fully functional implementation of acceleration/decceleration that meshes well across all inputs. Will do further testing/tinkering before merging 2020-01-04 15:52:45 -05:00
Gregory Campbell 573b4815ea Havent made any real progress, stopping and saving this now to work on other things 2020-01-04 15:02:05 -05:00
Gregory CampbellandGitHub db8ae256a8 Merge pull request #17 from gjcampbell777/wall_running
Wall running
2019-12-31 18:18:34 -05:00
Gregory Campbell 9818b32bdc Got a functional implementation of wall running that I am satisfied with 2019-12-31 18:17:35 -05:00
Gregory Campbell f1db804155 Implemented basic wallrunning 2019-12-21 23:17:24 -05:00
Gregory CampbellandGitHub a31a335424 Merge pull request #16 from gjcampbell777/add_momentum_to_movement
Add momentum to movement
2019-12-21 21:03:56 -05:00
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9c74c88b46 Merging all expand_test_area changes through master since trying to merge that branch while removing what is out of date is too much of a pain to deal with 2019-12-07 15:47:13 -05:00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 1b3bf960e4 Initial push. Floating stationary platforms added. 2019-10-02 20:43:13 -04:00
12 changed files with 1965 additions and 109 deletions
+2 -2
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@@ -5,8 +5,8 @@
/[Ll]ibrary/ /[Ll]ibrary/
/[Tt]emp/ /[Tt]emp/
/[Oo]bj/ /[Oo]bj/
/[Bb]uild/ /[Bb]uild*/
/[Bb]uilds/ /[Bb]uilds*/
/[Ll]ogs/ /[Ll]ogs/
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@@ -10,72 +10,205 @@ using System.Collections;
public class PlayerController : MonoBehaviour public class PlayerController : MonoBehaviour
{ {
CharacterController characterController; CharacterController characterController;
CapsuleCollider capsule;
public float speed; public float maxSpeed;
public float jumpSpeed; public float acceleration;
public float friction;
public float jumpHeight;
public float gravity; public float gravity;
public float rotationSpeed; public float rotationSpeed;
public Transform pivot; public Transform pivot;
public GameObject playerModel; public GameObject playerModel;
private bool extraJump = true; private bool wallRunning = false;
private int jump = 0;
private int wall = 0;
private float maxSpeedStore;
private float maxSpeedCap = 100;
private float accelerationStore;
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;
accelerationStore = acceleration;
}
void OnControllerColliderHit(ControllerColliderHit hit)
{
if(hit.gameObject.tag == "Wall")
{
wallRunning = true;
wall++;
}
} }
void Update() void Update()
{ {
float yStore = moveDirection.y; float yStore = moveDirection.y;
//Need to switch to 'raw' when using keyboard moveDirection = new Vector3(Input.GetAxis("Horizontal"), moveDirection.y, Input.GetAxis("Vertical"));
moveDirection = (transform.forward * Input.GetAxis("Vertical")) + (transform.right * Input.GetAxis("Horizontal")); moveDirection = transform.TransformDirection(moveDirection);
moveDirection = Vector3.ClampMagnitude(moveDirection, 1.0f);
if (extraJump == true) if (jump >= 2)
{ {
moveDirection = moveDirection.normalized * speed; //Remove this line to make running diagonal the fastest standard run if(maxSpeed > maxSpeedStore/1.75f)
} else {
{ maxSpeed -= acceleration;
moveDirection = (moveDirection.normalized * speed)/4; //Remove this line to make running diagonal the fastest standard run }
} }
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(maxSpeed > maxSpeedStore)
{
maxSpeed -= acceleration/10;
}
if(maxSpeed < maxSpeedStore && !Input.GetKey(KeyCode.LeftShift) && !Input.GetKey(KeyCode.LeftControl))
{
maxSpeed += acceleration;
}
if(Input.GetKey(KeyCode.LeftShift)) if(Input.GetKey(KeyCode.LeftShift))
{ {
moveDirection = (moveDirection.normalized * speed/2); if(maxSpeed > maxSpeedStore/2)
{
maxSpeed -= acceleration;
}
}
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)
{
if(maxSpeed < maxSpeedStore*2)
{
maxSpeed += acceleration*2;
}
} else {
if(maxSpeed > maxSpeedStore/4)
{
maxSpeed -= acceleration;
}
}
} else { } else {
moveDirection = moveDirection.normalized * speed;
}
if (Input.GetButtonDown("Jump")) characterController.height = controllerHeight;
{ capsule.height = capsuleHeight;
moveDirection.y = jumpSpeed; transform.localScale = new Vector3(transform.localScale.x, transformHeight, transform.localScale.z);
}
} else {
if (Input.GetButtonDown("Jump") && extraJump == true)
{
moveDirection.y = jumpSpeed;
extraJump = false;
} }
} }
moveDirection.y = moveDirection.y + (Physics.gravity.y * gravity * Time.deltaTime); if (Input.GetButtonDown("Jump") && jump <= 1)
{
moveDirection.y = jumpHeight;
jump++;
}
if (characterController.collisionFlags == CollisionFlags.None)
{
wallRunning = false;
wall = 0;
}
moveDirection.y += Physics.gravity.y * gravity * Time.deltaTime;
if (wallRunning)
{
if(maxSpeed < maxSpeedStore*1.5f)
{
maxSpeed += acceleration;
}
jump = 0;
if(wall == 1)
{
startTime = Time.time;
}
if(startTime + oneSec < Time.time)
{
moveDirection.y += Physics.gravity.y * (gravity/8) * Time.deltaTime;
} else {
moveDirection.y = 0.0f;
}
}
velocity.x += moveDirection.x;
velocity.z += moveDirection.z;
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);
}
if(maxSpeed > maxSpeedCap)
{
maxSpeed = maxSpeedCap;
}
if(characterController.velocity == new Vector3(0, 0, 0))
{
maxSpeed = maxSpeedStore;
}
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 //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) if(Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0)
{ {
transform.rotation = Quaternion.Euler(0f, pivot.rotation.eulerAngles.y, 0f); transform.rotation = Quaternion.Euler(0f, pivot.rotation.eulerAngles.y, 0f);
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@@ -29,10 +29,10 @@ InputManager:
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altPositiveButton: w altPositiveButton: w
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dead: 0.001 dead: 0.001
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@@ -157,7 +157,7 @@ InputManager:
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altNegativeButton: altNegativeButton:
altPositiveButton: altPositiveButton:
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dead: 0.19 dead: 0.19
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@@ -173,7 +173,7 @@ InputManager:
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altPositiveButton: altPositiveButton:
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dead: 0.19 dead: 0.19
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m_SupportedAspectRatios: m_SupportedAspectRatios:
4:3: 1 4:3: 1
@@ -155,9 +153,9 @@ PlayerSettings:
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protectGraphicsMemory: 0
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D3DHDRBitDepth: 0
m_ColorGamuts: 00000000 m_ColorGamuts: 00000000
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resolutionScalingMode: 0 resolutionScalingMode: 0
@@ -166,7 +164,7 @@ PlayerSettings:
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buildNumber: {} buildNumber: {}
AndroidBundleVersionCode: 1 AndroidBundleVersionCode: 1
AndroidMinSdkVersion: 16 AndroidMinSdkVersion: 19
AndroidTargetSdkVersion: 0 AndroidTargetSdkVersion: 0
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VertexChannelCompressionMask: 4054 VertexChannelCompressionMask: 4054
iPhoneSdkVersion: 988 iPhoneSdkVersion: 988
iOSTargetOSVersionString: 9.0 iOSTargetOSVersionString: 10.0
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@@ -274,8 +272,14 @@ PlayerSettings:
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AndroidAppBundleSizeToValidate: 150 AndroidAppBundleSizeToValidate: 150
resolutionDialogBanner: {fileID: 0} m_BuildTargetIcons:
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m_Height: 128
m_Kind: 0
m_BuildTargetPlatformIcons: [] m_BuildTargetPlatformIcons: []
m_BuildTargetBatching: m_BuildTargetBatching:
- m_BuildTarget: Standalone - m_BuildTarget: Standalone
@@ -293,6 +297,38 @@ PlayerSettings:
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m_StaticBatching: 0 m_StaticBatching: 0
m_DynamicBatching: 0 m_DynamicBatching: 0
m_BuildTargetGraphicsJobs:
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m_GraphicsJobs: 0
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m_GraphicsJobs: 0
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m_GraphicsJobs: 0
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m_BuildTargetGraphicsAPIs: m_BuildTargetGraphicsAPIs:
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m_APIs: 150000000b000000 m_APIs: 150000000b000000
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@@ -431,6 +466,7 @@ PlayerSettings:
switchRatingsInt_9: 0 switchRatingsInt_9: 0
switchRatingsInt_10: 0 switchRatingsInt_10: 0
switchRatingsInt_11: 0 switchRatingsInt_11: 0
switchRatingsInt_12: 0
switchLocalCommunicationIds_0: switchLocalCommunicationIds_0:
switchLocalCommunicationIds_1: switchLocalCommunicationIds_1:
switchLocalCommunicationIds_2: switchLocalCommunicationIds_2:
@@ -530,6 +566,7 @@ PlayerSettings:
ps4contentSearchFeaturesUsed: 0 ps4contentSearchFeaturesUsed: 0
ps4attribEyeToEyeDistanceSettingVR: 0 ps4attribEyeToEyeDistanceSettingVR: 0
ps4IncludedModules: [] ps4IncludedModules: []
ps4attribVROutputEnabled: 0
monoEnv: monoEnv:
splashScreenBackgroundSourceLandscape: {fileID: 0} splashScreenBackgroundSourceLandscape: {fileID: 0}
splashScreenBackgroundSourcePortrait: {fileID: 0} splashScreenBackgroundSourcePortrait: {fileID: 0}
@@ -614,7 +651,6 @@ PlayerSettings:
XboxOneAllowedProductIds: [] XboxOneAllowedProductIds: []
XboxOnePersistentLocalStorageSize: 0 XboxOnePersistentLocalStorageSize: 0
XboxOneXTitleMemory: 8 XboxOneXTitleMemory: 8
xboxOneScriptCompiler: 1
XboxOneOverrideIdentityName: XboxOneOverrideIdentityName:
vrEditorSettings: vrEditorSettings:
daydream: daydream:
@@ -633,13 +669,6 @@ PlayerSettings:
luminVersion: luminVersion:
m_VersionCode: 1 m_VersionCode: 1
m_VersionName: m_VersionName:
facebookSdkVersion: 7.9.4
facebookAppId:
facebookCookies: 1
facebookLogging: 1
facebookStatus: 1
facebookXfbml: 0
facebookFrictionlessRequests: 1
apiCompatibilityLevel: 6 apiCompatibilityLevel: 6
cloudProjectId: cloudProjectId:
framebufferDepthMemorylessMode: 0 framebufferDepthMemorylessMode: 0
+1
View File
@@ -5,6 +5,7 @@ TagManager:
serializedVersion: 2 serializedVersion: 2
tags: tags:
- Environment - Environment
- Wall
layers: layers:
- Default - Default
- TransparentFX - TransparentFX