349 lines
11 KiB
C#
349 lines
11 KiB
C#
using UnityEngine;
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using UnityEngine.SceneManagement;
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using System.Collections;
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// This script moves the character controller forward
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// and sideways based on the arrow keys.
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// It also jumps when pressing space.
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// Make sure to attach a character controller to the same game object.
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// It is recommended that you make only one call to Move or SimpleMove per frame.
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public class PlayerController : MonoBehaviour
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{
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CharacterController characterController;
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CapsuleCollider capsule;
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public bool finished = false;
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public bool respawn = false;
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public int lives = 3;
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public static int shownLives = 3;
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public float maxSpeed;
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public float acceleration;
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public float friction;
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public float jumpHeight;
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public float gravity;
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public float rotationSpeed;
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public Transform pivot;
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public GameObject playerModel;
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public AudioSource jumpNoise;
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private bool wallRunning = false;
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private bool diving = false;
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private bool sliding = false;
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private int jump = 0;
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private int wall = 0;
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private int dive = 0;
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private float maxSpeedStore;
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private float accelerationStore;
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private float capsuleHeight;
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private float controllerHeight;
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private float transformHeight;
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private float xVelocity = 0.0f;
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private float zVelocity = 0.0f;
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private Vector3 moveDirection;
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private Vector3 velocity;
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private Vector3 gravityVelocity;
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float slideTime = 0.0f;
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float wallRunTime = 0.0f;
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public float respawnTime = 0.0f;
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float oneSec = 1.0f;
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float halfSec = 0.5f;
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float quarterSec = 0.25f;
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float tenthSec = 0.1f;
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void Start()
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{
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characterController = GetComponent<CharacterController>();
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capsule = GetComponent<CapsuleCollider>();
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transformHeight = transform.localScale.y;
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controllerHeight = characterController.height;
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capsuleHeight = capsule.height;
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maxSpeedStore = maxSpeed;
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accelerationStore = acceleration;
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shownLives = 3;
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Cursor.visible = false;
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Cursor.lockState = CursorLockMode.Locked;
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}
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void OnControllerColliderHit(ControllerColliderHit hit)
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{
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if(hit.gameObject.tag == "Wall")
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{
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wallRunning = true;
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wall++;
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}
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if(hit.gameObject.tag == "Finish")
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{
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velocity = new Vector3(0,0,0);
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moveDirection = new Vector3(0,0,0);
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maxSpeed = 0;
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finished = true;
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respawnTime = Time.time;
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}
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if(hit.gameObject.tag == "Waypoint")
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{
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finished = true;
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respawnTime = Time.time;
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}
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if(hit.gameObject.tag == "Obstacle Portal")
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{
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SceneManager.LoadScene("Floor Level", LoadSceneMode.Single);
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respawnTime = Time.time;
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}
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if(hit.gameObject.tag == "Waypoint Portal")
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{
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SceneManager.LoadScene("Waypoint Race", LoadSceneMode.Single);
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respawnTime = Time.time;
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}
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if(hit.gameObject.tag == "Infinite Portal")
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{
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SceneManager.LoadScene("Infinity Runner", LoadSceneMode.Single);
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respawnTime = Time.time;
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}
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}
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void Update()
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{
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float yStore = moveDirection.y;
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moveDirection = new Vector3(Input.GetAxis("Horizontal"), moveDirection.y, Input.GetAxis("Vertical"));
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moveDirection = transform.TransformDirection(moveDirection);
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moveDirection = Vector3.ClampMagnitude(moveDirection, 1.0f);
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moveDirection.y = yStore;
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if(transform.position.y < -20.0f)
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{
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respawn = true;
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respawnTime = Time.time;
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shownLives--;
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if (SceneManager.GetActiveScene().name == "Hub World")
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{
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transform.position = new Vector3(0, 2, 0);
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transform.Rotate(0.0f, 0.0f, 0.0f, Space.Self);
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}
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}
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if (jump >= 2)
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{
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if(maxSpeed > maxSpeedStore/1.5f)
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{
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maxSpeed -= acceleration;
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}
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}
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if (characterController.isGrounded)
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{
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diving = false;
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dive = 0;
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jump = 0;
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moveDirection.y = 0.0f;
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if(maxSpeed > maxSpeedStore)
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{
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maxSpeed -= acceleration/5;
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}
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if(maxSpeed < maxSpeedStore && !Input.GetButton("Walk") && !Input.GetButton("Crouch"))
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{
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maxSpeed += acceleration;
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}
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if(Input.GetButton("Walk"))
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{
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if(maxSpeed > maxSpeedStore/2)
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{
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maxSpeed -= acceleration;
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}
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}
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if((Input.GetButton("Crouch") || Input.GetAxis("Crouch") == 1.0f) && !PauseMenu.GameIsPaused)
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{
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characterController.height /= 2;
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capsule.height /= 2;
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transform.localScale = new Vector3(transform.localScale.x, transformHeight/2, transform.localScale.z);
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if(Input.GetButtonDown("Crouch") || Input.GetAxis("Crouch") == 1.0f)
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{
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if((Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0) && !sliding)
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{
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slideTime = Time.time;
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sliding = true;
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}
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}
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if(slideTime + halfSec > Time.time)
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{
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if(maxSpeed < maxSpeedStore*2)
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{
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maxSpeed += acceleration*2;
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}
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if(Input.GetButton("Jump") && slideTime + quarterSec >= Time.time)
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{
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maxSpeed += 5;
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}
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} else {
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if(maxSpeed > maxSpeedStore/4)
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{
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maxSpeed -= acceleration*2;
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}
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}
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} else {
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characterController.height = controllerHeight;
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capsule.height = capsuleHeight;
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transform.localScale = new Vector3(transform.localScale.x, transformHeight, transform.localScale.z);
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}
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} else {
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slideTime = Time.time;
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if((Input.GetButton("Crouch") || Input.GetAxis("Crouch") == 1.0f) && !PauseMenu.GameIsPaused)
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{
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characterController.height /= 2;
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capsule.height /= 2;
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transform.localScale = new Vector3(transform.localScale.x, transformHeight/2, transform.localScale.z);
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diving = true;
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} else {
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characterController.height = controllerHeight;
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capsule.height = capsuleHeight;
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transform.localScale = new Vector3(transform.localScale.x, transformHeight, transform.localScale.z);
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}
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//Might want to change move direction value to make triggering this speed up effect easier/harder
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if(diving && moveDirection.y > 0.75 && (Input.GetButtonDown("Crouch") || Input.GetAxis("Crouch") == 1.0f ))
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{
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dive++;
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if(dive == 1){
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maxSpeed += 10;
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}
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}
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}
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if (Input.GetButtonDown("Jump") && jump <= 1)
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{
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moveDirection.y = jumpHeight;
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jump++;
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jumpNoise.Play();
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}
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if (characterController.collisionFlags == CollisionFlags.None)
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{
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wallRunning = false;
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wall = 0;
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}
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moveDirection.y += Physics.gravity.y * gravity * Time.deltaTime;
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if (wallRunning)
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{
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if(maxSpeed < maxSpeedStore*1.5f)
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{
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maxSpeed += acceleration;
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}
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jump = 0;
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if(wall == 1)
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{
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wallRunTime = Time.time;
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}
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if(wallRunTime + oneSec < Time.time)
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{
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moveDirection.y += Physics.gravity.y * (gravity/8) * Time.deltaTime;
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} else {
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moveDirection.y = 0.0f;
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}
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if (Input.GetButtonDown("Jump") && jump <= 1)
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{
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moveDirection.y = jumpHeight;
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wallRunning = false;
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}
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}
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velocity.x += moveDirection.x;
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velocity.z += moveDirection.z;
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if((Input.GetAxis("Horizontal") == 0 && Input.GetAxis("Vertical") == 0) || (Input.GetButton("Stop") || Input.GetAxis("Stop") == 1.0f)){
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//Remove or "lower" friction to add an 'ice' effect
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velocity.x = Mathf.SmoothDamp(velocity.x, 0.0f, ref xVelocity, 0.1f);
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velocity.z = Mathf.SmoothDamp(velocity.z, 0.0f, ref zVelocity, 0.1f);
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maxSpeed = 25;
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}
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//Remove or "lower" friction to add an 'ice' effect
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velocity.x = Mathf.SmoothDamp(velocity.x, 0.0f, ref xVelocity, friction);
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velocity.z = Mathf.SmoothDamp(velocity.z, 0.0f, ref zVelocity, friction);
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if(characterController.velocity == new Vector3(0, 0, 0))
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{
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maxSpeed = maxSpeedStore;
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}
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velocity = Vector3.ClampMagnitude(velocity, maxSpeed);
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velocity.y = moveDirection.y;
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if(moveDirection.y <= -5 && Mathf.Abs(velocity.x) <= 1.5f && Mathf.Abs(velocity.z) <= 1.5f
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&& (Input.GetAxis("Horizontal") != 0 && Input.GetAxis("Vertical") != 0))
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{
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velocity.x = velocity.x * Mathf.Abs(moveDirection.y);
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velocity.z = velocity.z * Mathf.Abs(moveDirection.y);
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}
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Debug.Log(transform.position);
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// Move the controller
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if((finished == false || respawn == false) && respawnTime + tenthSec < Time.time)
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{
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characterController.Move(velocity * Time.deltaTime);
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respawn = false;
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}
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//Move the player in different directions based on camera look direction
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if(Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0)
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{
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transform.rotation = Quaternion.Euler(0f, pivot.rotation.eulerAngles.y, 0f);
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Quaternion newRotation = Quaternion.LookRotation(new Vector3(moveDirection.x, 0f, moveDirection.z));
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playerModel.transform.rotation = Quaternion.Slerp(playerModel.transform.rotation, newRotation, rotationSpeed * Time.deltaTime);
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}
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}
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}
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