SHADE_Y3/Assets/Scripts/Gameplay/Player/SC_PlayerController.cs

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using SHADE;
using System;
using System.Collections.Generic;
using static Item;
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public class PlayerController : Script
{
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public enum RaccoonStates
{
IDLE,
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WALKING,
RUNNING,
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JUMP,
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FALLING,
LANDED,
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CAUGHT,
TOTAL
}
/* public enum WalkingState
{
CARRY,
AIMING,
THROW,
WALK,
TOTAL
}*/
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public RigidBody rb { get; set; }
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private Transform tranform;
private Camera cam;
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public CameraArm camArm { get; set; }
private PickAndThrow pat;
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private StateMachine stateMachine;
public bool holdItem { get; set; }
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public bool isAiming { get; set; }
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[Tooltip("The game object for where the player will respawn to")]
public GameObject respawnPoint;
private float delayTimer = 0.0f;
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[Tooltip("The current state fo the raccoon")]
public RaccoonStates currentState = RaccoonStates.IDLE;
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//Movement variables============================================================
[Tooltip("Max vel for walking")]
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public float maxMoveVel = 3.0f;
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[Tooltip("how much force is apply for walking")]
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public float moveForce = 50.0f;
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[Tooltip("increase the moveForce and maxMoveVel by its amt")]
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public float sprintMultiplier = 1.5f;
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private float oldForce;
private float maxOldVel;
private bool sprintIncreaseOnce = false;
public Vector2 axisMove { get; set; }
public bool isMoveKeyPress { get; set; }
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[Tooltip("How fast player will turn")]
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public float rotationFactorPerFrame = 5.0f;
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//Jumping vars==================================================================
[Tooltip("max height of the jump")]
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public float maxJumpHeight = 1.0f;
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[Tooltip("max amt of time it will take for the jump")]
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public float maxJumpTime = 0.5f;
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[Tooltip("increase gravity when falling")]
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public float fallMultipler = 3.0f;
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private float initialJumpVel;
private bool isGrounded = true;
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private float gravity = -9.8f;
private float groundGravity = -0.5f;
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//ItemMultipler==================================================================
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[Tooltip("How light item will affect player jump")]
public float lightMultiper = 0.75f;
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[Tooltip("How medium item will affect player jump")]
public float mediumMultiper = 0.5f;
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[Tooltip("How heavy item will affect player jump")]
public float heavyMultiper = 0.25f;
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protected override void awake()
{
//default setup
isMoveKeyPress = false;
holdItem = false;
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isAiming = false;
//Jump setup
float timeToApex = maxJumpTime / 2;
gravity = (-2 * maxJumpHeight) / MathF.Pow(timeToApex, 2);
initialJumpVel = (2 * maxJumpHeight) / timeToApex;
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//rigidbody check
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rb = GetComponent<RigidBody>();
if (!rb)
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Debug.LogError("RigidBody is NULL!");
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//Transform check
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tranform = GetComponent<Transform>();
if(!tranform)
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Debug.LogError("tranform is NULL!");
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stateMachine = AddScript<StateMachine>();
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Dictionary<Type, BaseState> dictionary = new Dictionary<Type, BaseState>();
dictionary.Add(typeof(PlayerIdleState), new PlayerIdleState(stateMachine));
dictionary.Add(typeof(PlayerWalkState), new PlayerWalkState(stateMachine));
dictionary.Add(typeof(PlayerRunState), new PlayerRunState(stateMachine));
dictionary.Add(typeof(PlayerJumpState), new PlayerJumpState(stateMachine));
dictionary.Add(typeof(PlayerFallState), new PlayerFallState(stateMachine));
dictionary.Add(typeof(PlayerLandState), new PlayerLandState(stateMachine));
dictionary.Add(typeof(PlayerCaughtState), new PlayerCaughtState(stateMachine));
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stateMachine.InitStateMachine(dictionary);
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}
protected override void lateUpdate()
{
//rb.FreezePositionY = false;
}
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protected override void update()
{
if (delayTimer <= 1)
delayTimer += Time.DeltaTimeF;
if (delayTimer < 1)
{
if (tranform && respawnPoint && rb)
{
rb.LinearVelocity = Vector3.Zero;
tranform.LocalPosition = respawnPoint.GetComponent<Transform>().LocalPosition;
}
}
else
{
rb.FreezePositionY = false;
}
//PickAndThrow check
if (!pat)
{
pat = GetScript<PickAndThrow>();
if(!pat)
Debug.LogError("PickAndThrow is NULL!");
}
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if (!cam)
cam = GetComponentInChildren<Camera>();
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if(!camArm)
camArm = GetComponentInChildren<CameraArm>();
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Rotation();
GotCaught();
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//Debug.Log($"{currentState}");
//Debug.Log($" axisX: {axisMove.x} axisY:{axisMove.y}");
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//Debug.Log($"X: {rb.LinearVelocity.x}" + $" Z: {rb.LinearVelocity.z}");
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//Debug.Log(currentState.ToString() + " x:" + rb.LinearVelocity.x.ToString() + " y:" + rb.LinearVelocity.y.ToString() + " z:" + rb.LinearVelocity.z.ToString());
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}
protected override void fixedUpdate()
{
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MoveKey();
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Move();
Sprint();
Jump();
Gravity();
//Debug.Log($"X: {rb.LinearVelocity.x}" + $" Z: {rb.LinearVelocity.z}");
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}
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private void MoveKey()
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{
axisMove = Vector2.Zero;
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if (Input.GetKey(Input.KeyCode.W))
{
Vector3 camerAixs = cam.GetForward();
camerAixs.y = 0;
camerAixs.Normalise();
axisMove += new Vector2(camerAixs.x, camerAixs.z);
}
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if (Input.GetKey(Input.KeyCode.S))
{
Vector3 camerAixs = cam.GetForward();
camerAixs.y = 0;
camerAixs.Normalise();
axisMove -= new Vector2(camerAixs.x, camerAixs.z);
}
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if (Input.GetKey(Input.KeyCode.A))
{
Vector3 camerAixs = cam.GetRight();
camerAixs.y = 0;
camerAixs.Normalise();
axisMove -= new Vector2(camerAixs.x, camerAixs.z);
}
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if (Input.GetKey(Input.KeyCode.D))
{
Vector3 camerAixs = cam.GetRight();
camerAixs.y = 0;
camerAixs.Normalise();
axisMove += new Vector2(camerAixs.x, camerAixs.z);
}
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axisMove.Normalise();
isMoveKeyPress = axisMove.x != 0 || axisMove.y != 0;
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if (isMoveKeyPress && isGrounded && !Input.GetKey(Input.KeyCode.LeftShift))
{
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currentState = RaccoonStates.WALKING;
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if(stateMachine && !stateMachine.IsState(typeof(PlayerWalkState)))
stateMachine.SetState(typeof(PlayerWalkState));
}
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if (!isMoveKeyPress && isGrounded)
{
currentState = RaccoonStates.IDLE;
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if(stateMachine && !stateMachine.IsState(typeof(PlayerIdleState)))
stateMachine.SetState(typeof(PlayerIdleState));
}
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}
private void Move()
{
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if (rb != null)
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{
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rb.LinearVelocity += new Vector3(axisMove.x * moveForce, 0.0f, axisMove.y * moveForce) * Time.DeltaTimeF;
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if (isMoveKeyPress && rb)
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{
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Vector3 velNor = rb.LinearVelocity;
velNor.y = 0.0f;
if (velNor.GetMagnitude() > maxMoveVel)
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{
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velNor.Normalise();
velNor *= maxMoveVel;
rb.LinearVelocity = new Vector3(velNor.x, rb.LinearVelocity.y, velNor.z);
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}
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}
}
}
private void Sprint()
{
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if (Input.GetKey(Input.KeyCode.LeftShift) && isMoveKeyPress && isGrounded)
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{
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currentState = RaccoonStates.RUNNING;
if (stateMachine && !stateMachine.IsState(typeof(PlayerRunState)))
stateMachine.SetState(typeof(PlayerRunState));
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holdItem = false;
if (!sprintIncreaseOnce)
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{
sprintIncreaseOnce = true;
oldForce = moveForce;
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moveForce *= sprintMultiplier;
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maxOldVel = maxMoveVel;
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maxMoveVel *= sprintMultiplier;
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}
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}
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if (Input.GetKeyUp(Input.KeyCode.LeftShift))
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{
if (isMoveKeyPress)
{
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currentState = RaccoonStates.WALKING;
if(stateMachine && !stateMachine.IsState(typeof(PlayerWalkState)))
stateMachine.SetState(typeof(PlayerWalkState));
}
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sprintIncreaseOnce = false;
moveForce = oldForce;
maxMoveVel = maxOldVel;
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}
}
//press and hold jump
private void Jump()
{
if (currentState == RaccoonStates.WALKING || currentState == RaccoonStates.RUNNING || currentState == RaccoonStates.IDLE)
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{
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if (Input.GetKeyDown(Input.KeyCode.Space) && isGrounded && rb != null)
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{
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currentState = RaccoonStates.JUMP;
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Vector3 v = rb.LinearVelocity;
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v.y = initialJumpVel * 0.5f;
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if (holdItem && pat != null && pat.item.GetScript<Item>() != null)
{
Item item = pat.item.GetScript<Item>();
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if (item != null && item.currCategory == ItemCategory.LIGHT)
v.y *= lightMultiper;
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if (item != null && item.currCategory == ItemCategory.MEDIUM)
v.y *= mediumMultiper;
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if (item != null && item.currCategory == ItemCategory.HEAVY)
v.y *= heavyMultiper;
}
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rb.LinearVelocity = v;
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}
}
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if(!isGrounded && rb != null && (rb.LinearVelocity.y < 0.0f || Input.GetKeyUp(Input.KeyCode.Space)))
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currentState = RaccoonStates.FALLING;
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}
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private void Rotation()
{
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if (isMoveKeyPress && tranform && !isAiming)
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{
Quaternion currentRotation = tranform.LocalRotation;
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Quaternion targetRotation = Quaternion.LookRotation(new Vector3(axisMove.x, 0.0f, axisMove.y), new Vector3(0.0f, 1.0f, 0.0f));
tranform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationFactorPerFrame * (float)Time.FixedDeltaTime);
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}
else if (camArm && tranform && isAiming)
{
Quaternion currentRotation = tranform.LocalRotation;
Quaternion targetRotation = Quaternion.Euler(0.0f, SHADE.Math.DegreesToRadians(camArm.Yaw + 180.0f), 0.0f);
tranform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationFactorPerFrame * (float)Time.FixedDeltaTime);
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}
}
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private void Gravity()
{
if (rb != null)
{
//check player vel.y if its close to zero its on the ground
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if (SHADE.Math.CompareFloat(rb.LinearVelocity.y, 0.0f))
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{
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isGrounded = true;
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if (currentState == RaccoonStates.FALLING)
currentState = RaccoonStates.LANDED;
}
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else
isGrounded = false;
Vector3 v = rb.LinearVelocity;
if (isGrounded)
v.y = groundGravity;
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else if (currentState == RaccoonStates.FALLING)
{
float prevYVel = v.y;
float newYVel = v.y + (gravity * fallMultipler * (float)Time.FixedDeltaTime);
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float nextYVel = (prevYVel + newYVel) * 0.5f;
v.y = nextYVel;
}
else
{
float prevYVel = v.y;
float newYVel = v.y + (gravity * (float)Time.FixedDeltaTime);
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float nextYVel = (prevYVel + newYVel) * 0.5f;
v.y = nextYVel;
}
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rb.LinearVelocity = v;
}
}
private void GotCaught()
{
if (currentState == RaccoonStates.CAUGHT && tranform && respawnPoint)
{
currentState = RaccoonStates.IDLE;
if (stateMachine && !stateMachine.IsState(typeof(PlayerIdleState)))
stateMachine.SetState(typeof(PlayerIdleState));
tranform.LocalPosition = respawnPoint.GetComponent<Transform>().LocalPosition;
}
}
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protected override void onCollisionEnter(CollisionInfo info)
{
}
}
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