diff --git a/Assets/FirstPersonController/Scripts/PlayerMovement.cs b/Assets/FirstPersonController/Scripts/PlayerMovement.cs index 40424ce..8e5c016 100644 --- a/Assets/FirstPersonController/Scripts/PlayerMovement.cs +++ b/Assets/FirstPersonController/Scripts/PlayerMovement.cs @@ -1,56 +1,65 @@ /****************************************************************************** * Initial code based on Brackey's FPS video * https://youtu.be/_QajrabyTJc + * + * Notes: + * Refactored public fields to [SerializeField]. + * + * Refactored player and environment attributes to use Float References. This + * will allow other objects to buff/debuff these settings. + *****************************************************************************/ + +/****************************************************************************** + * *****************************************************************************/ using System.Collections; using System.Collections.Generic; +using Architecture.Variables; using UnityEngine; public class PlayerMovement : MonoBehaviour { - // Implement movement - public CharacterController controller; - public float speed = 12f; - - // Implement gravity - public float gravity = -9.81f; - private Vector3 velocity; - - // Implement ground reset of gravity - public Transform groundCheck; - public float groundDistance = 0.4f; - public LayerMask groundMask; - private bool isGrounded; - - // Implement jumping - public float jumpHeight = 3f; - - void Update() - { - // Check if the player is on the ground and reset gravity - isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask); - Debug.Log(isGrounded); - if (isGrounded && velocity.y < 0) - { - velocity.y = -2f; - } - - // Implement movement - float x = Input.GetAxis("Horizontal"); - float z = Input.GetAxis("Vertical"); - - Vector3 move = transform.right * x + transform.forward * z; - controller.Move(move * speed * Time.deltaTime); - - // Implement jumping - if(Input.GetButtonDown("Jump") && isGrounded) - { - Debug.Log("Jumping"); - velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity); - } - - // Implement gravity - velocity.y += gravity * Time.deltaTime; - controller.Move(velocity * Time.deltaTime); - } + [Header("Character")] + [SerializeField] private CharacterController controller; + + [Header("Attributes")] + [SerializeField] private FloatReference playerSpeed; + [SerializeField] private FloatReference jumpHeight; + + [Header("Environment")] + [SerializeField] private FloatReference gravity; + private Vector3 velocity; + + [Header("Ground")] + [SerializeField] private Transform groundCheck; + [SerializeField] private float groundDistance = 0.4f; + [SerializeField] private LayerMask groundMask; + private bool isGrounded; + + void Update() + { + // Check if the player is on the ground and reset gravity + isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask); + if (isGrounded && velocity.y < 0) + { + velocity.y = -2f; + } + + // Implement movement + float x = Input.GetAxis("Horizontal"); + float z = Input.GetAxis("Vertical"); + + Vector3 move = transform.right * x + transform.forward * z; + controller.Move(move * playerSpeed.Value * Time.deltaTime); + + // Implement jumping + if(Input.GetButtonDown("Jump") && isGrounded) + { + velocity.y = Mathf.Sqrt(jumpHeight.Value * -2f * gravity.Value); + } + + // Implement gravity + velocity.y += gravity.Value * Time.deltaTime; + controller.Move(velocity * Time.deltaTime); + } } diff --git 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