tnt graphics, bug fixes, folder organization

This commit is contained in:
2026-03-28 20:47:10 -05:00
parent 57b14d4ba9
commit 6491a3df11
45 changed files with 10533 additions and 148 deletions
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using System.Collections;
using UnityEngine;
using static UnityEngine.GraphicsBuffer;
public class PlayerController : MonoBehaviour
{
public GameObject DougBody;
public Tool[] tools;
float toolUseTimestamp = 0;
public float walkSpeed;
public float sprintMultiplier = 1.5f;
public float gravity = 10;
Interactable nearestInteractable;
private CharacterController characterController;
private CameraController cameraController;
private Vector3 moveDir;
private bool hasControl = true; // set this to false if we want to stop reading player inputs
private bool isSprinting = false;
// Mathematical plane used to catch the raycast from camera to get direction for
// looking at the mouse
private Plane groundPlane;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
groundPlane = new Plane(Vector3.up, -DougBody.transform.position.y);
characterController = GetComponent<CharacterController>();
cameraController = GetComponent<CameraController>();
SwitchTools(GameManager.Instance.PlayerManager.CurrentToolIndex);
}
// Update is called once per frame
void Update()
{
moveDir = Vector3.zero;
groundPlane.distance = -DougBody.transform.position.y;
if (hasControl)
{
if (!tools[GameManager.Instance.PlayerManager.CurrentToolIndex].inUse)
{
RotatePlayerTowardMouse();
TryInteract();
}
ToolUseDetector();
ApplyWalk();
// TODO: This is just for testing, remove or clean up if used
if (Input.GetKeyDown(KeyCode.Q))
{
cameraController.RotateCam();
}
// TODO: Add actual save feature later, this is just for test
if (Input.GetKeyDown(KeyCode.I))
{
SaveSystem.Save();
}
}
CheckWeaponChange();
CheckSprint();
ApplyGravity();
DoMovement();
}
/// <summary>
/// Checks if shift is being held, isSprinting is true if it is
/// </summary>
private void CheckSprint()
{
if (Input.GetKey(KeyCode.LeftShift))
{
isSprinting = true;
}
else
{
isSprinting = false;
}
}
/// <summary>
/// Checks if weapon is being switched by scroll wheel
/// </summary>
private void CheckWeaponChange()
{
if (Input.mouseScrollDelta.y > 0)
{
SwitchTools(true);
}
else if (Input.mouseScrollDelta.y < 0)
{
SwitchTools(false);
}
}
/// <summary>
/// Apply walking inputs to moveDir
/// </summary>
void ApplyWalk()
{
float verticalMovement = 0;
float horizontalMovement = 0;
if (!tools[GameManager.Instance.PlayerManager.CurrentToolIndex].inUse)
{
verticalMovement = Input.GetAxisRaw("Vertical");
horizontalMovement = Input.GetAxisRaw("Horizontal");
}
moveDir = new Vector3(horizontalMovement, 0, verticalMovement).normalized;
if (cameraController != null)
{
// re-matrix the rotation direction so movement is consistent no matter what
// the camera rotation is
Matrix4x4 matrix = Matrix4x4.Rotate(Quaternion.Euler(0, cameraController.playerCamHome.rotation.eulerAngles.y, 0));
moveDir = matrix.MultiplyPoint3x4(moveDir);
}
}
/// <summary>
/// Apply gravity and speed to moveDir
/// </summary>
void ApplyGravity()
{
if (isSprinting)
moveDir *= (walkSpeed * sprintMultiplier);
else
moveDir *= walkSpeed;
if (!characterController.isGrounded)
{
moveDir.y = -gravity;
}
}
/// <summary>
/// Move character with moveDir
/// </summary>
void DoMovement()
{
characterController.Move(moveDir * Time.deltaTime);
}
/// <summary>
/// Pass movement into character controller, lets us expose function without exposing
/// whole char controller
/// </summary>
public void CharacterControllerMove(Vector3 movement)
{
characterController.Move(movement);
}
/// <summary>
/// Auto-walk the character in the specified direction. Uses character's walk
/// speed and camera rotation (per-frame)
/// </summary>
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);
}
/// <summary>
/// Detect input for tool use
/// </summary>
void ToolUseDetector()
{
if (!tools[GameManager.Instance.PlayerManager.CurrentToolIndex].inUse)
{
if (Input.GetMouseButtonDown(0))
{
tools[GameManager.Instance.PlayerManager.CurrentToolIndex].Use();
tools[GameManager.Instance.PlayerManager.CurrentToolIndex].inUse = true;
toolUseTimestamp = Time.time + tools[GameManager.Instance.PlayerManager.CurrentToolIndex].useTimeSec; // fuck coroutines fr fr
}
else if (Input.GetMouseButtonDown(1))
{
tools[GameManager.Instance.PlayerManager.CurrentToolIndex].UseAlt();
tools[GameManager.Instance.PlayerManager.CurrentToolIndex].inUse = true;
toolUseTimestamp = Time.time + tools[GameManager.Instance.PlayerManager.CurrentToolIndex].altUseTimeSec;
}
}
else
{
if (Time.time > toolUseTimestamp)
{
tools[GameManager.Instance.PlayerManager.CurrentToolIndex].inUse = false;
}
}
}
/// <summary>
/// Face character graphic toward mouse
/// </summary>
void RotatePlayerTowardMouse()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (groundPlane.Raycast(ray, out var distance))
{
Vector3 hitPoint = ray.GetPoint(distance);
DougBody.transform.LookAt(new Vector3(hitPoint.x, DougBody.transform.position.y, hitPoint.z));
}
}
/// <summary>
/// Try to interact by detecting nearest interactable
/// </summary>
void TryInteract()
{
if (Input.GetKeyDown(KeyCode.E) && nearestInteractable != null)
{
nearestInteractable.Interact();
}
}
private void OnTriggerEnter(Collider other)
{
Interactable interactable = other.GetComponent<Interactable>();
// 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<Interactable>();
// store nearest interactable if it exists
if (interactable != null && nearestInteractable != null)
{
nearestInteractable.MoveOutsideRange();
nearestInteractable = null;
}
}
/// <summary>
/// Sets the character's "hasControl" bool. All input is ignored when false
/// </summary>
public void SetCharacterControl(bool hasControl)
{
this.hasControl = hasControl;
}
/// <summary>
/// Gets the character's "hasControl" bool. All input is ignored when false
/// </summary>
public bool GetCharacterHasControl()
{
return hasControl;
}
/// <summary>
/// Expose the character controller's velocity
/// </summary>
public Vector3 GetVelocity()
{
return characterController.velocity;
}
/// <summary>
/// Switches the tools in hand by taking an index
///
/// <param name="toolIndex">Index of the tool to switch to</param>
/// </summary>
private void SwitchTools(int toolIndex)
{
if (toolIndex < 0 || toolIndex >= tools.Length)
{
toolIndex = 0;
}
// disable all tools
foreach (Tool tool in tools)
{
tool.gameObject.SetActive(false);
}
// load new tool
GameManager.Instance.PlayerManager.CurrentToolIndex = toolIndex;
tools[GameManager.Instance.PlayerManager.CurrentToolIndex].gameObject.SetActive(true);
}
/// <summary>
/// Switches the tools in hand by moving up or down the list
///
/// <param name="up">Are we moving up (-1) the list?</param>
/// </summary>
private void SwitchTools(bool up)
{
// calculate index of next tool
int newIndex = up ? GameManager.Instance.PlayerManager.CurrentToolIndex - 1 : GameManager.Instance.PlayerManager.CurrentToolIndex + 1;
if (newIndex < 0)
{
newIndex = tools.Length + newIndex;
}
else if (newIndex >= tools.Length)
{
newIndex = newIndex % tools.Length;
}
// disable current tool
tools[GameManager.Instance.PlayerManager.CurrentToolIndex].gameObject.SetActive(false);
// load new tool
GameManager.Instance.PlayerManager.CurrentToolIndex = newIndex;
tools[GameManager.Instance.PlayerManager.CurrentToolIndex].gameObject.SetActive(true);
}
}