Files
KOSMOGOR 8dd89dafa2 add: damage to lava
update: moved player gravitation to FixedUpdate
update: GameController initialization is moved to Awake
2025-05-01 21:29:06 +03:00

100 lines
3.3 KiB
C#

using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[Header("Horizontal movement")]
public float speed = 5f;
public float dashVelocity = 10f;
public float dashTime = 0.5f;
[Header("Vertical movement")]
public float jumpForce = 1f;
public float gravityMultiplier = 1f;
[Header("Debug info")]
[SerializeField] Vector3 gravityVelocity;
[SerializeField] bool grounded = false;
[SerializeField] float movementInactive = 0;
[SerializeField] float gravityInactive = 0;
[SerializeField] Vector3 constantVelocity = Vector3.zero;
[SerializeField] float constantVelocityActive = 0;
CharacterController characterController;
GroundDetector ground;
void Start() {
characterController = GetComponent<CharacterController>();
ground = GetComponentInChildren<GroundDetector>();
}
void Update() {
grounded = ground.onGround;
HandleJumping();
HandleMovement();
HandleDashing();
HandleConstantVelocity();
}
void FixedUpdate() {
DoGravity();
}
void HandleJumping() {
if (movementInactive > 0) return;
if (Input.GetKey(KeyCode.Space) && grounded) {
gravityVelocity = Vector3.up * jumpForce;
}
}
void HandleMovement() {
if (movementInactive > 0) {
movementInactive = Mathf.Max(movementInactive -= Time.deltaTime, 0);
return;
}
float horInput = Input.GetAxis("Horizontal");
float verInput = Input.GetAxis("Vertical");
Vector3 movementVec = new(horInput, 0, verInput);
movementVec = transform.TransformDirection(movementVec);
movementVec = Vector3.ClampMagnitude(movementVec * speed, speed);
characterController.Move(movementVec * Time.deltaTime);
}
void HandleDashing() {
if (Input.GetKeyDown(KeyCode.LeftShift) && constantVelocityActive == 0) {
float horInput = Input.GetAxis("Horizontal");
float verInput = Input.GetAxis("Vertical");
Vector3 movementVec = new(horInput, 0, verInput);
if (movementVec.magnitude < 0.1f) return;
constantVelocity = transform.TransformDirection(movementVec.normalized * dashVelocity);
constantVelocityActive = dashTime;
SetInactive(dashTime, dashTime);
}
}
void DoGravity() {
if (gravityInactive > 0) {
gravityVelocity = Vector3.zero;
gravityInactive = Mathf.Max(gravityInactive -= Time.fixedDeltaTime, 0);
return;
}
if (grounded && gravityVelocity.y < 0) gravityVelocity = Vector3.zero;
gravityVelocity += Physics.gravity * (Time.fixedDeltaTime * gravityMultiplier);
characterController.Move(gravityVelocity * Time.fixedDeltaTime);
}
void HandleConstantVelocity() {
if (constantVelocityActive > 0) {
characterController.Move(constantVelocity * Time.deltaTime);
constantVelocityActive = Mathf.Max(constantVelocityActive - Time.deltaTime, 0);
}
}
void SetInactive(float movement, float gravity) {
movementInactive = movement;
gravityInactive = gravity;
}
void OnControllerColliderHit(ControllerColliderHit hit) {
hit.gameObject.SendMessage("ReverseOnControllerColliderHit", hit, SendMessageOptions.DontRequireReceiver);
}
}