diff --git a/Assets/BouncePad.cs b/Assets/BouncePad.cs
new file mode 100644
index 0000000..1832bf1
--- /dev/null
+++ b/Assets/BouncePad.cs
@@ -0,0 +1,6 @@
+using UnityEngine;
+
+public class BouncePad : MonoBehaviour
+{
+ public float bounciness = 1;
+}
diff --git a/Assets/BouncePad.cs.meta b/Assets/BouncePad.cs.meta
new file mode 100644
index 0000000..9f2b1f1
--- /dev/null
+++ b/Assets/BouncePad.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 4fa1a488b56d8274fbeadd3c4fa613c5
\ No newline at end of file
diff --git a/Assets/Doug.prefab b/Assets/Doug.prefab
index 63397d3..9dfa5b1 100644
--- a/Assets/Doug.prefab
+++ b/Assets/Doug.prefab
@@ -3224,8 +3224,9 @@ MonoBehaviour:
- {fileID: 6038027350876930962}
walkSpeed: 2
sprintMultiplier: 1.5
- gravity: 5
+ gravity: 0.03
rotationSpeed: 40
+ jumpHeight: 250
cameraController: {fileID: 5478143440182735446}
--- !u!114 &5478143440182735446
MonoBehaviour:
diff --git a/Assets/Scenes/World_Greaybox.unity b/Assets/Scenes/World_Greaybox.unity
index 2ad7060..22f3456 100644
--- a/Assets/Scenes/World_Greaybox.unity
+++ b/Assets/Scenes/World_Greaybox.unity
@@ -1447,6 +1447,132 @@ Transform:
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+--- !u!1 &613495044
+GameObject:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ serializedVersion: 6
+ m_Component:
+ - component: {fileID: 613495049}
+ - component: {fileID: 613495048}
+ - component: {fileID: 613495047}
+ - component: {fileID: 613495046}
+ - component: {fileID: 613495045}
+ m_Layer: 0
+ m_Name: TestBounce
+ m_TagString: Untagged
+ m_Icon: {fileID: 0}
+ m_NavMeshLayer: 0
+ m_StaticEditorFlags: 0
+ m_IsActive: 1
+--- !u!114 &613495045
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 613495044}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 4fa1a488b56d8274fbeadd3c4fa613c5, type: 3}
+ m_Name:
+ m_EditorClassIdentifier: Assembly-CSharp::BouncePad
+ bounciness: 1
+--- !u!65 &613495046
+BoxCollider:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 613495044}
+ m_Material: {fileID: 0}
+ m_IncludeLayers:
+ serializedVersion: 2
+ m_Bits: 0
+ m_ExcludeLayers:
+ serializedVersion: 2
+ m_Bits: 0
+ m_LayerOverridePriority: 0
+ m_IsTrigger: 0
+ m_ProvidesContacts: 0
+ m_Enabled: 1
+ serializedVersion: 3
+ m_Size: {x: 1, y: 1, z: 1}
+ m_Center: {x: 0, y: 0, z: 0}
+--- !u!23 &613495047
+MeshRenderer:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 613495044}
+ m_Enabled: 1
+ m_CastShadows: 1
+ m_ReceiveShadows: 1
+ m_DynamicOccludee: 1
+ m_StaticShadowCaster: 0
+ m_MotionVectors: 1
+ m_LightProbeUsage: 1
+ m_ReflectionProbeUsage: 1
+ m_RayTracingMode: 2
+ m_RayTraceProcedural: 0
+ m_RayTracingAccelStructBuildFlagsOverride: 0
+ m_RayTracingAccelStructBuildFlags: 1
+ m_SmallMeshCulling: 1
+ m_ForceMeshLod: -1
+ m_MeshLodSelectionBias: 0
+ m_RenderingLayerMask: 1
+ m_RendererPriority: 0
+ m_Materials:
+ - {fileID: 2100000, guid: 31321ba15b8f8eb4c954353edc038b1d, type: 2}
+ m_StaticBatchInfo:
+ firstSubMesh: 0
+ subMeshCount: 0
+ m_StaticBatchRoot: {fileID: 0}
+ m_ProbeAnchor: {fileID: 0}
+ m_LightProbeVolumeOverride: {fileID: 0}
+ m_ScaleInLightmap: 1
+ m_ReceiveGI: 1
+ m_PreserveUVs: 0
+ m_IgnoreNormalsForChartDetection: 0
+ m_ImportantGI: 0
+ m_StitchLightmapSeams: 1
+ m_SelectedEditorRenderState: 3
+ m_MinimumChartSize: 4
+ m_AutoUVMaxDistance: 0.5
+ m_AutoUVMaxAngle: 89
+ m_LightmapParameters: {fileID: 0}
+ m_GlobalIlluminationMeshLod: 0
+ m_SortingLayerID: 0
+ m_SortingLayer: 0
+ m_SortingOrder: 0
+ m_MaskInteraction: 0
+ m_AdditionalVertexStreams: {fileID: 0}
+--- !u!33 &613495048
+MeshFilter:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 613495044}
+ m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
+--- !u!4 &613495049
+Transform:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 613495044}
+ serializedVersion: 2
+ m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
+ m_LocalPosition: {x: -3.43873, y: -0.01, z: 1.693}
+ m_LocalScale: {x: 1, y: 0.19284, z: 1}
+ m_ConstrainProportionsScale: 0
+ m_Children: []
+ m_Father: {fileID: 0}
+ m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!64 &627590510
MeshCollider:
m_ObjectHideFlags: 0
@@ -2075,7 +2201,11 @@ PrefabInstance:
m_Modifications:
- target: {fileID: 1480974628599415149, guid: 0fd9b22e9158e474a96c42de5ee0d85f, type: 3}
propertyPath: gravity
- value: 5
+ value: 0.03
+ objectReference: {fileID: 0}
+ - target: {fileID: 1480974628599415149, guid: 0fd9b22e9158e474a96c42de5ee0d85f, type: 3}
+ propertyPath: jumpHeight
+ value: 250
objectReference: {fileID: 0}
- target: {fileID: 1480974628599415149, guid: 0fd9b22e9158e474a96c42de5ee0d85f, type: 3}
propertyPath: rotationSpeed
@@ -3088,3 +3218,4 @@ SceneRoots:
- {fileID: 1404838790}
- {fileID: 1474562312}
- {fileID: 578608798}
+ - {fileID: 613495049}
diff --git a/Assets/Scripts/Management/PlayerController.cs b/Assets/Scripts/Management/PlayerController.cs
index f9d051f..a47379a 100644
--- a/Assets/Scripts/Management/PlayerController.cs
+++ b/Assets/Scripts/Management/PlayerController.cs
@@ -1,4 +1,5 @@
using System.Collections;
+using TMPro;
using Unity.VisualScripting.Antlr3.Runtime;
using UnityEngine;
using static UnityEngine.GraphicsBuffer;
@@ -10,15 +11,17 @@ public class PlayerController : MonoBehaviour
public Tool[] tools;
float toolUseTimestamp = 0;
- public float walkSpeed;
+ public float walkSpeed = 2;
public float sprintMultiplier = 1.5f;
- public float gravity = 10;
- public float rotationSpeed = 15;
+ public float gravity = 0.05f;
+ public float rotationSpeed = 40;
+ public float jumpHeight = 200f;
Interactable nearestInteractable;
public CameraController cameraController;
private CharacterController characterController;
private Vector3 moveDir;
+ private float verticalVelocity;
private bool hasControl = true; // set this to false if we want to stop reading player inputs
private bool canUseTools = true; // set this to false if we want to stop reading player tool use
private bool isSprinting = false;
@@ -69,6 +72,7 @@ void Update()
CheckWeaponChange();
ApplyWalk();
+ TryJump();
}
if (canUseTools)
@@ -77,10 +81,23 @@ void Update()
}
CheckSprint();
+ ApplySpeed();
ApplyGravity();
DoMovement();
}
+ #region Movement Calculation/Input Processing
+ ///
+ /// If player presses space, jump
+ ///
+ private void TryJump()
+ {
+ if (characterController.isGrounded && Input.GetKeyDown(KeyCode.Space))
+ {
+ verticalVelocity = Mathf.Sqrt(jumpHeight * -2f * -gravity);
+ }
+ }
+
///
/// Checks if shift is being held, isSprinting is true if it is
///
@@ -111,7 +128,7 @@ private void CheckWeaponChange()
{
SwitchTools(false);
}
- }
+ }
}
///
@@ -141,47 +158,28 @@ void ApplyWalk()
}
///
- /// Apply gravity and speed to moveDir
+ /// Apply speed to moveDir
///
- void ApplyGravity()
+ void ApplySpeed()
{
if (isSprinting)
moveDir *= (walkSpeed * sprintMultiplier);
else
moveDir *= walkSpeed;
-
- moveDir.y += -gravity;
}
///
- /// Move character with moveDir
+ /// Apply gravity to moveDir
///
- void DoMovement()
+ void ApplyGravity()
{
- characterController.Move(moveDir * Time.deltaTime);
- }
+ // Makes sure we're grounded (built-in character controller is wonky)
+ if (characterController.isGrounded && verticalVelocity < 0)
+ {
+ verticalVelocity = -2f;
+ }
- ///
- /// Pass movement into character controller, lets us expose function without exposing
- /// whole char controller
- ///
- public void CharacterControllerMove(Vector3 movement)
- {
- characterController.Move(movement);
- }
-
- ///
- /// Auto-walk the character in the specified direction. Uses character's walk
- /// speed and camera rotation (per-frame)
- ///
- public void WalkInDirection(Vector3 direction)
- {
- Vector3 forwardDir = direction;
- forwardDir.y = 0; // don't move on the y axis
-
- forwardDir *= walkSpeed;
-
- characterController.Move(forwardDir * Time.deltaTime);
+ verticalVelocity += -gravity;
}
///
@@ -292,61 +290,13 @@ void TryInteract()
}
}
- private void OnTriggerEnter(Collider other)
- {
- Interactable interactable = other.GetComponent();
-
- // store nearest interactable if it exists
- if (interactable != null)
- {
- nearestInteractable = interactable;
- interactable.MoveInsideRange();
- }
- }
-
- private void OnTriggerExit(Collider other)
- {
- // just null out interactables when we leave an interactable trigger (we cant and shouldn't overlap interactables)
- Interactable interactable = other.GetComponent();
-
- // store nearest interactable if it exists
- if (interactable != null && nearestInteractable != null)
- {
- nearestInteractable.MoveOutsideRange();
- nearestInteractable = null;
- }
- }
-
///
- /// Sets the character's "hasControl" bool. All input is ignored when false
+ /// Move character with moveDir
///
- public void SetCharacterControl(bool hasControl)
+ void DoMovement()
{
- this.hasControl = hasControl;
- }
-
- ///
- /// Sets the character's "canUseTools" bool. Tool use input is ignored when false
- ///
- public void SetCharacterCanUseTools(bool canUseTools)
- {
- this.canUseTools = canUseTools;
- }
-
- ///
- /// Gets the character's "hasControl" bool. All input is ignored when false
- ///
- public bool GetCharacterHasControl()
- {
- return hasControl;
- }
-
- ///
- /// Expose the character controller's velocity
- ///
- public Vector3 GetVelocity()
- {
- return characterController.velocity;
+ moveDir.y = verticalVelocity;
+ characterController.Move(moveDir * Time.deltaTime);
}
///
@@ -358,7 +308,7 @@ public Vector3 GetVelocity()
/// try the previous tool if the tool at toolIndex is not unlocked.
///
///
- private void SwitchTools(int toolIndex, bool defaultToUp=true)
+ private void SwitchTools(int toolIndex, bool defaultToUp = true)
{
if (toolIndex < 0 || toolIndex >= tools.Length)
{
@@ -370,7 +320,7 @@ private void SwitchTools(int toolIndex, bool defaultToUp=true)
{
tool.gameObject.SetActive(false);
}
-
+
if (GameManager.Instance.PlayerManager.IsToolUnlocked(tools[toolIndex].ToolType))
{
// load new tool
@@ -422,5 +372,109 @@ private void SwitchTools(bool up)
else SwitchTools(newIndex - 1, false);
}
}
+ #endregion
+
+ #region External Controls
+ ///
+ /// Pass movement into character controller, lets us expose function without exposing
+ /// whole char controller
+ ///
+ public void CharacterControllerMove(Vector3 movement)
+ {
+ characterController.Move(movement);
+ }
+
+ ///
+ /// Auto-walk the character in the specified direction. Uses character's walk
+ /// speed and camera rotation (per-frame)
+ ///
+ public void WalkInDirection(Vector3 direction)
+ {
+ Vector3 forwardDir = direction;
+ forwardDir.y = 0; // don't move on the y axis
+
+ forwardDir *= walkSpeed;
+
+ characterController.Move(forwardDir * Time.deltaTime);
+ }
+
+ ///
+ /// Sets the character's "hasControl" bool. All input is ignored when false
+ ///
+ public void SetCharacterControl(bool hasControl)
+ {
+ this.hasControl = hasControl;
+ }
+
+ ///
+ /// Sets the character's "canUseTools" bool. Tool use input is ignored when false
+ ///
+ public void SetCharacterCanUseTools(bool canUseTools)
+ {
+ this.canUseTools = canUseTools;
+ }
+
+ ///
+ /// Gets the character's "hasControl" bool. All input is ignored when false
+ ///
+ public bool GetCharacterHasControl()
+ {
+ return hasControl;
+ }
+
+ ///
+ /// Expose the character controller's velocity
+ ///
+ public Vector3 GetVelocity()
+ {
+ return characterController.velocity;
+ }
+
+ ///
+ /// Bounce off of object (upward), reverses downward velocity and multiplies it by
+ /// the bounciness
+ /// How bouncy the surface is
+ ///
+ public void Bounce(float bounciness)
+ {
+ float bounceForce = -verticalVelocity * bounciness;
+ moveDir.y = bounceForce;
+ }
+ #endregion
+
+ private void OnTriggerEnter(Collider other)
+ {
+ Interactable interactable = other.GetComponent();
+
+ // store nearest interactable if it exists
+ if (interactable != null)
+ {
+ nearestInteractable = interactable;
+ interactable.MoveInsideRange();
+ }
+ }
+
+ private void OnTriggerExit(Collider other)
+ {
+ // just null out interactables when we leave an interactable trigger (we cant and shouldn't overlap interactables)
+ Interactable interactable = other.GetComponent();
+
+ // store nearest interactable if it exists
+ if (interactable != null && nearestInteractable != null)
+ {
+ nearestInteractable.MoveOutsideRange();
+ nearestInteractable = null;
+ }
+ }
+
+ private void OnControllerColliderHit(ControllerColliderHit hit)
+ {
+ BouncePad bouncePad = hit.gameObject.GetComponent();
+ if (bouncePad != null)
+ {
+ Bounce(bouncePad.bounciness);
+ Debug.Log("Bounce! " + verticalVelocity);
+ }
+ }
}