initial room transitioning

This commit is contained in:
2026-02-27 23:55:04 -06:00
parent 41d3e38870
commit 6052d0a2ce
22 changed files with 4683 additions and 18912 deletions
+40 -43
View File
@@ -7,6 +7,7 @@ public class PlayerController : MonoBehaviour
public GameObject DougBody;
public Shovel Shovel;
public float walkSpeed;
public float gravity = 10;
float digTime = 0.9f;
float digTimestamp = 0;
@@ -16,10 +17,7 @@ public class PlayerController : MonoBehaviour
private CharacterController characterController;
private CameraController cameraController;
private Vector3 moveDir;
private float gravity = 10;
private float camTargetRotation = 0;
private bool isCamRotating = false;
private bool hasControl = true; // set this to false if we want to stop reading player inputs
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
@@ -31,24 +29,28 @@ void Start()
// Update is called once per frame
void Update()
{
if (!isDigging)
if (hasControl)
{
RotatePlayerTowardMouse();
TryInteract();
if (!isDigging)
{
RotatePlayerTowardMouse();
TryInteract();
}
Walk();
DigDetector();
// TODO: This is just for testing, remove or clean up if used
if (Input.GetKeyDown(KeyCode.LeftShift))
{
cameraController.RotateCam();
}
}
Walk();
DigDetector();
// TODO: This is just for testing, remove or clean up if used
if (Input.GetKeyDown(KeyCode.LeftShift))
{
RotateCam();
}
HandleCamRotation();
}
/// <summary>
/// Handle movement
/// </summary>
void Walk()
{
float verticalMovement = 0;
@@ -81,6 +83,9 @@ void Walk()
characterController.Move(moveDir * Time.deltaTime);
}
/// <summary>
/// Detect input for digging (will eventually be tool agnostic)
/// </summary>
void DigDetector()
{
if (!isDigging)
@@ -99,8 +104,11 @@ void DigDetector()
isDigging = false;
}
}
}
}
/// <summary>
/// Face character graphic toward mouse
/// </summary>
void RotatePlayerTowardMouse()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
@@ -118,6 +126,9 @@ void RotatePlayerTowardMouse()
}
}
/// <summary>
/// Try to interact by detecting nearest interactable
/// </summary>
void TryInteract()
{
if (Input.GetKeyDown(KeyCode.E) && nearestInteractable != null)
@@ -151,33 +162,19 @@ private void OnTriggerExit(Collider other)
}
}
void RotateCam()
/// <summary>
/// Sets the character's "hasControl" bool. All input is ignored when false
/// </summary>
public void SetCharacterControl(bool hasControl)
{
if (!isCamRotating)
{
float currentY = cameraController.playerCamHome.transform.rotation.eulerAngles.y;
camTargetRotation = currentY + 90f;
isCamRotating = true;
}
this.hasControl = hasControl;
}
void HandleCamRotation()
/// <summary>
/// Gets the character's "hasControl" bool. All input is ignored when false
/// </summary>
public bool GetCharacterHasControl()
{
float currentY = cameraController.playerCamHome.transform.rotation.eulerAngles.y;
float step = 200 * Time.deltaTime;
float newY = Mathf.MoveTowardsAngle(currentY, camTargetRotation, step);
cameraController.playerCamHome.RotateAround(
transform.position,
Vector3.up,
newY - currentY
);
if (Mathf.Abs(Mathf.DeltaAngle(newY, camTargetRotation)) < 0.01f)
{
isCamRotating = false;
}
return hasControl;
}
}