Browse Source

Refactored the player movement script

master
Ken Schaefer 5 years ago
parent
commit
ba088f7a7b
  1. 99
      Assets/FirstPersonController/Scripts/PlayerMovement.cs
  2. 16
      Assets/FirstPersonController/Variables/GravityEarth.asset
  3. 8
      Assets/FirstPersonController/Variables/GravityEarth.asset.meta
  4. 16
      Assets/FirstPersonController/Variables/GravityEarthMoon.asset
  5. 8
      Assets/FirstPersonController/Variables/GravityEarthMoon.asset.meta
  6. 16
      Assets/FirstPersonController/Variables/GravityJupiter.asset
  7. 8
      Assets/FirstPersonController/Variables/GravityJupiter.asset.meta
  8. 16
      Assets/FirstPersonController/Variables/GravityMars.asset
  9. 8
      Assets/FirstPersonController/Variables/GravityMars.asset.meta
  10. 16
      Assets/FirstPersonController/Variables/GravityMercury.asset
  11. 8
      Assets/FirstPersonController/Variables/GravityMercury.asset.meta
  12. 16
      Assets/FirstPersonController/Variables/GravityNeptune.asset
  13. 8
      Assets/FirstPersonController/Variables/GravityNeptune.asset.meta
  14. 16
      Assets/FirstPersonController/Variables/GravityPluto.asset
  15. 8
      Assets/FirstPersonController/Variables/GravityPluto.asset.meta
  16. 16
      Assets/FirstPersonController/Variables/GravitySaturn.asset
  17. 8
      Assets/FirstPersonController/Variables/GravitySaturn.asset.meta
  18. 16
      Assets/FirstPersonController/Variables/GravityUranus.asset
  19. 8
      Assets/FirstPersonController/Variables/GravityUranus.asset.meta
  20. 16
      Assets/FirstPersonController/Variables/GravityVenus.asset
  21. 8
      Assets/FirstPersonController/Variables/GravityVenus.asset.meta
  22. 16
      Assets/FirstPersonController/Variables/PlayerJumpHeight.asset
  23. 8
      Assets/FirstPersonController/Variables/PlayerJumpHeight.asset.meta
  24. 16
      Assets/FirstPersonController/Variables/PlayerSpeed.asset
  25. 8
      Assets/FirstPersonController/Variables/PlayerSpeed.asset.meta
  26. 65
      Assets/Scenes/SampleScene.unity
  27. 33
      ProjectSettings/QualitySettings.asset
  28. 2
      ProjectSettings/UnityConnectSettings.asset

99
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);
}
}

16
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