Files
No-Time-To-Rest/Assets/Scripts/PlayerMovement.cs
T

80 lines
2.7 KiB
C#

using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[Header("Horizontal movement")]
public float speed = 1f;
public float sprintSpeedMultiplier = 2f;
public float crouchSpeedMultiplier = 0.5f;
public float crouchHeightMultiplier = 0.5f;
[Header("Vertical movement")]
public float jumpForce = 1f;
public float gravityMultiplier = 1f;
public Transform legsPosition;
public float legsRadius = 0.5f;
public LayerMask groundMask;
[Header("Debug info")]
[SerializeField] bool isCrouching = false;
[SerializeField] Vector3 gravityVelocity;
[SerializeField] bool grounded;
CharacterController characterController;
void Start() {
characterController = GetComponent<CharacterController>();
}
void Update() {
grounded = GetOnGround();
HandleCrouching();
HandleMovement();
HandleJumping();
DoGravity();
}
void HandleCrouching() {
if (Input.GetKeyDown(KeyCode.C)) {
isCrouching = !isCrouching;
if (isCrouching) {
characterController.center += Vector3.down * (characterController.height * (1 - crouchHeightMultiplier)) / 2;
characterController.height *= crouchHeightMultiplier;
} else {
characterController.height /= crouchHeightMultiplier;
characterController.center -= Vector3.down * (characterController.height * (1 - crouchHeightMultiplier)) / 2;
}
}
}
void HandleJumping() {
if (Input.GetKey(KeyCode.Space) && grounded) {
gravityVelocity = Vector3.up * (jumpForce * gravityMultiplier);
}
}
void HandleMovement() {
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) * Time.deltaTime;
float modifier = isCrouching ? crouchSpeedMultiplier : Input.GetKey(KeyCode.LeftShift) ? sprintSpeedMultiplier : 1;
characterController.Move(movementVec * modifier);
}
void DoGravity() {
if (grounded && gravityVelocity.y < 0) gravityVelocity = Vector3.zero;
gravityVelocity += Physics.gravity * Time.deltaTime;
characterController.Move(gravityVelocity * (Time.deltaTime * gravityMultiplier));
}
bool GetOnGround() {
return Physics.CheckSphere(legsPosition.position, legsRadius, groundMask);
}
void OnControllerColliderHit(ControllerColliderHit hit) {
hit.gameObject.SendMessage("ReverseOnControllerColliderHit", hit, SendMessageOptions.DontRequireReceiver);
}
}