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169 lines
4.9 KiB
C#
169 lines
4.9 KiB
C#
using UnityEngine;
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public enum MoveState { Idle, Walking, Running, Jumping, Falling};
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[RequireComponent(typeof(CharacterController))]
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public class FPSController : MonoBehaviour {
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[Header("General")]
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[SerializeField] private MoveState m_moveState = MoveState.Idle;
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public bool playerControl = true;
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[Header("Movement")]
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[SerializeField] [Range(0f, 1f)] private float m_moveBackwardFactor = .8f;
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[SerializeField] [Range(0f, 1f)] private float m_moveSideFactor = .8f;
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[SerializeField] private float m_antiBumpFactor = .75f;
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private CharacterController m_characterController;
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private bool m_grounded = true;
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private float m_speed;
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private Vector2 m_input = Vector2.zero;
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private Vector3 m_moveDirection = Vector3.zero;
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private Vector3 m_moveVelocity = Vector3.zero;
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private CollisionFlags m_collisionFlags;
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[Header("Walking")]
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[SerializeField] private float m_walkSpeed = 5f;
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[Header("Running")]
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[SerializeField] private float m_runSpeed = 8f;
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[Header("Jumping")]
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[SerializeField] private float m_jumpVerticalSpeed = 7f;
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[SerializeField] private float m_jumpHorizontalSpeed = 2f;
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[SerializeField] private float m_framesGroundedBetweenJumps = 1;
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private float m_jumpFrameCounter;
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[Header("Falling")]
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private bool m_falling = false;
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[Header("Camera")]
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[SerializeField] private FPSMouseLook m_mouseLook;
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public Camera m_fpsCamera;
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[Header("Physics")]
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[SerializeField] private float m_gravity = 20f;
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// ---------- Properties ----------
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public float Speed
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{
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get { return m_speed; }
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set { m_speed = Mathf.Clamp(value, 0, m_runSpeed); }
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}
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public MoveState CurrentMoveState
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{
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get { return m_moveState; }
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}
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private void Awake()
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{
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m_characterController = GetComponent<CharacterController>();
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m_fpsCamera = Camera.main;
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}
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private void Start ()
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{
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m_mouseLook.Init(transform, m_fpsCamera.transform);
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m_speed = m_walkSpeed;
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m_jumpFrameCounter = m_framesGroundedBetweenJumps;
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}
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private void Update ()
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{
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if (!playerControl)
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return;
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m_mouseLook.LookRotation();
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if (m_grounded)
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{
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if (m_falling)
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{
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m_falling = false;
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}
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if (Input.GetKey(KeyCode.LeftShift))
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{
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m_speed = m_runSpeed;
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}
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else
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{
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m_speed = m_walkSpeed;
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}
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}
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else
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{
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if (!m_falling)
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{
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m_falling = true;
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}
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}
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MovePosition();
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UpdateMoveState();
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}
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private void MovePosition()
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{
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m_input = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
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if (m_input.y < 0)
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m_input.y *= m_moveBackwardFactor;
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if (m_input.x != 0)
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m_input.x *= m_moveSideFactor;
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if (m_input.sqrMagnitude > 1)
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m_input.Normalize();
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if (m_grounded)
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{
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m_moveDirection = transform.forward * m_input.y + transform.right * m_input.x;
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RaycastHit hitInfo;
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Physics.SphereCast(transform.position + m_characterController.center, m_characterController.radius, Vector3.down, out hitInfo,
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m_characterController.height / 2f, Physics.AllLayers, QueryTriggerInteraction.Ignore);
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m_moveDirection = Vector3.ProjectOnPlane(m_moveDirection, hitInfo.normal).normalized;
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m_moveDirection.y = -m_antiBumpFactor;
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m_moveVelocity = m_moveDirection * m_speed;
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if (!Input.GetButton("Jump"))
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m_jumpFrameCounter++;
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else if (m_jumpFrameCounter >= m_framesGroundedBetweenJumps)
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{
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m_moveVelocity.y = m_jumpVerticalSpeed;
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m_moveVelocity += m_moveDirection * m_jumpHorizontalSpeed;
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m_jumpFrameCounter = 0;
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}
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}
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m_moveVelocity.y -= m_gravity * Time.deltaTime;
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m_collisionFlags = m_characterController.Move(m_moveVelocity * Time.deltaTime);
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m_grounded = (m_collisionFlags & CollisionFlags.Below) != 0;
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}
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// ---------- Move State ----------
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private void UpdateMoveState()
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{
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if (!m_grounded)
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{
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if (m_characterController.velocity.y < 0)
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m_moveState = MoveState.Falling;
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else
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m_moveState = MoveState.Jumping;
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return;
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}
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Vector2 moveInput = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
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if (moveInput.sqrMagnitude == 0)
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{
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m_moveState = MoveState.Idle;
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return;
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}
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if (m_speed == m_runSpeed)
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m_moveState = MoveState.Running;
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else if (m_speed == m_walkSpeed)
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m_moveState = MoveState.Walking;
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}
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}
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