using SHADE; using System; //in air controls? public class PlayerController : Script { public enum RaccoonStates { IDILE, WALKING, RUNNING, INAIR, FALLING, HOLDING, CAUGHT, TOTAL } private RigidBody rb; private Transform tranform; private float xAxisMove; private float zAxisMove; public float drag = 4.0f; private bool isMoveKeyPress = false; public RaccoonStates currentState = RaccoonStates.IDILE; public float maxMoveVel = 2.0f; public float moveForce = 200.0f; public float sprintMultiplier = 1.5f; private float oldForce; private float maxOldVel; private bool sprintIncreaseOnce = false; public float rotationFactorPerFrame = 1.0f; public float jumpForce = 500.0f; /* public float initialJumpForce = 100.0f; public float maxJumpForce = 500.0f; public float maxJumpTime = 500.0f;*/ private bool isJumping = false; private bool isGrounded = false; public PlayerController(GameObject gameObj) : base(gameObj) { } protected override void awake() { rb = GetComponent(); if (rb == null) Debug.LogError("RigidBody is NULL!"); else rb.Drag = drag; tranform = GetComponent(); if(tranform == null) Debug.LogError("tranform is NULL!"); tranform.LocalPosition = new Vector3(-3.0f, -2.0f, -5.0f); tranform.LocalRotation = Quaternion.Euler(0.0f,0.0f,0.0f); } protected override void update() { if (Input.GetKey(Input.KeyCode.G)) { tranform.LocalRotation = Quaternion.Euler(0.0f, 0.0f, 0.0f); tranform.LocalPosition = new Vector3(-3.0f, -2.0f, -5.0f); } MoveKey(); //Rotation(); Move(); Sprint(); Jump(); //Debug.Log(currentState.ToString() + " x:" + rb.LinearVelocity.x.ToString() + " y:" + rb.LinearVelocity.y.ToString() + " z:" + rb.LinearVelocity.z.ToString()); } protected override void fixedUpdate() { } private void MoveKey() { if (Input.GetKey(Input.KeyCode.A)) xAxisMove = -1; else if (Input.GetKey(Input.KeyCode.D)) xAxisMove = 1; else xAxisMove = 0; if (Input.GetKey(Input.KeyCode.W)) zAxisMove = -1; else if (Input.GetKey(Input.KeyCode.S)) zAxisMove = 1; else zAxisMove = 0; isMoveKeyPress = xAxisMove != 0 || zAxisMove != 0; if(isMoveKeyPress && currentState != RaccoonStates.RUNNING) currentState = RaccoonStates.WALKING; if (!isMoveKeyPress) currentState = RaccoonStates.IDILE; } private void Move() { if (isMoveKeyPress && rb != null) { rb.AddForce(new Vector3(moveForce * xAxisMove, 0.0f, moveForce * zAxisMove)); if (rb.LinearVelocity.x > maxMoveVel || rb.LinearVelocity.x < -maxMoveVel) { Vector3 v = rb.LinearVelocity; v.x = System.Math.Clamp(v.x, -maxMoveVel, maxMoveVel); rb.LinearVelocity = v; } if (rb.LinearVelocity.z > maxMoveVel || rb.LinearVelocity.z < -maxMoveVel) { Vector3 v = rb.LinearVelocity; v.z = System.Math.Clamp(v.z, -maxMoveVel, maxMoveVel); rb.LinearVelocity = v; } } } private void Sprint() { if (Input.GetKey(Input.KeyCode.LeftShift) && isMoveKeyPress) { currentState = RaccoonStates.RUNNING; if(!sprintIncreaseOnce) { sprintIncreaseOnce = true; oldForce = moveForce; moveForce = moveForce * sprintMultiplier; maxOldVel = maxMoveVel; maxMoveVel = maxMoveVel * sprintMultiplier; } } if (Input.GetKeyUp(Input.KeyCode.LeftShift) && (currentState == RaccoonStates.RUNNING || currentState == RaccoonStates.IDILE)) { if(isMoveKeyPress) currentState = RaccoonStates.WALKING; sprintIncreaseOnce = false; moveForce = oldForce; maxMoveVel = maxOldVel; } } //press and hold jump private void Jump() { if (currentState == RaccoonStates.WALKING || currentState == RaccoonStates.RUNNING || currentState == RaccoonStates.IDILE) { if (Input.GetKeyDown(Input.KeyCode.Space) && rb != null) { currentState = RaccoonStates.INAIR; isJumping = true; rb.AddForce(new Vector3(0.0f, jumpForce, 0.0f)); } } //collision check when grounded } private void Rotation() { Vector3 poitionToLookAt; poitionToLookAt.x = xAxisMove; poitionToLookAt.y = 0.0f; poitionToLookAt.z = zAxisMove; if (tranform != null) { Quaternion currentRotation = tranform.LocalRotation; if (currentState == RaccoonStates.WALKING || currentState == RaccoonStates.RUNNING) { Quaternion targetRotation = Quaternion.LookRotation(poitionToLookAt, new Vector3(0.0f, 1.0f, 0.0f)); tranform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationFactorPerFrame * (float)Time.DeltaTime); } } } protected override void onCollisionEnter(CollisionInfo info) { Debug.Log($"Collision Enter: {info.GameObject.Name}"); } }