Movement feels good :)
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@@ -2,17 +2,21 @@ using UnityEngine;
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using UnityEngine.InputSystem;
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using System.Collections.Generic;
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public class playerController : MonoBehaviour
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public class PlayerController : MonoBehaviour
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{
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public float moveSpeed;
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public float jumpStrength;
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public float airSpeed;
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public float mouseSens;
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public float throwStrength;
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public GameObject discharge;
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public bool grounded;
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InputAction move;
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InputAction jump;
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InputAction look;
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InputAction click;
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float camVertRot = 0f;
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bool grounded;
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Queue<GameObject> discharges;
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void Start()
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{
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@@ -21,40 +25,98 @@ public class playerController : MonoBehaviour
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move = InputSystem.actions.FindAction("Move");
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jump = InputSystem.actions.FindAction("Jump");
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look = InputSystem.actions.FindAction("Look");
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discharges = new Queue<GameObject>();
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}
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void Update()
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{
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Vector2 movement = move.ReadValue<Vector2>().normalized;
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Vector2 lookment = look.ReadValue<Vector2>();
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if (grounded) {
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GetComponent<Rigidbody>().linearVelocity = transform.TransformVector(new Vector3 (
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if (grounded) MoveGrounded(movement);
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else MoveAirborne(movement);
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MoveCamera(lookment);
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if (InputSystem.actions.FindAction("Attack").WasPressedThisFrame())
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Throw();
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if (InputSystem.actions.FindAction("Interact").WasPressedThisFrame())
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discharges.Dequeue().GetComponent<Discharge>().Explode();
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}
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void MoveGrounded(Vector2 movement) {
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Rigidbody rb = GetComponent<Rigidbody>();
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if (jump.IsPressed()) {
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Vector3 moveVelocity = transform.TransformVector (
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movement.x * moveSpeed,
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(jump.IsPressed()) ? jumpStrength : 0,
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jumpStrength,
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movement.y * moveSpeed
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));
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} else {
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GetComponent<Rigidbody>().AddForce(
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movement.x * airSpeed,
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0,
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movement.y * airSpeed
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);
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Vector3 currVelocity = new Vector3 (
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rb.linearVelocity.x,
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jumpStrength,
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rb.linearVelocity.z
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);
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if (movement.Equals(Vector2.zero)) {
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rb.linearVelocity =
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transform.forward *
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currVelocity.magnitude;
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}
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rb.linearVelocity =
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moveVelocity.normalized * currVelocity.magnitude;
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return;
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}
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rb.linearVelocity = transform.TransformVector(
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movement.x * moveSpeed,
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0,
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movement.y * moveSpeed
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);
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}
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void MoveAirborne(Vector2 movement) {
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GetComponent<Rigidbody>().AddForce(transform.TransformVector(
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movement.x * airSpeed,
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0,
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movement.y * airSpeed
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));
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}
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void MoveCamera(Vector2 lookment) {
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gameObject.transform.Rotate(0, lookment.x * mouseSens, 0);
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camVertRot -= lookment.y * mouseSens;
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camVertRot = Mathf.Clamp(camVertRot, -90f, 90f);
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foreach (Transform child in transform) {
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child.localEulerAngles = Vector3.right * camVertRot;
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}
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}
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camVertRot = Mathf.Clamp(camVertRot, -89f, 89f);
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transform.GetChild(0).localEulerAngles =
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Vector3.right * camVertRot;
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}
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void Throw() {
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GameObject thrown = Instantiate(
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discharge,
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GetComponentInChildren<Transform>().position,
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Quaternion.identity
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);
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Physics.IgnoreCollision(
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GetComponent<Collider>(),
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thrown.GetComponent<Collider>()
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);
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thrown.GetComponent<Rigidbody>().linearVelocity =
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GetComponent<Rigidbody>().linearVelocity;
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thrown.GetComponent<Rigidbody>().AddForce(
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transform.GetChild(0).forward * throwStrength,
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ForceMode.VelocityChange
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);
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discharges.Enqueue(thrown);
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}
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private bool checkgrounded(Collision col) {
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List<ContactPoint> points = new List<ContactPoint>();
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col.GetContacts(points);
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foreach (ContactPoint contactPoint in points) {
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if (contactPoint.point.y < gameObject.transform.position.y - 0.95) {
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return true;
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}
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if (contactPoint.point.y <
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gameObject.transform.position.y - 0.95
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) return true;
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}
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return false;
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}
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