Files
impulse/Assets/PlayerController.cs
2024-12-03 22:44:01 -08:00

134 lines
3.3 KiB
C#

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