299 lines
8.0 KiB
C#
299 lines
8.0 KiB
C#
using System.Collections;
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using UnityEngine;
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using static UnityEngine.GraphicsBuffer;
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public class PlayerController : MonoBehaviour
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{
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public GameObject DougBody;
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public Tool[] tools;
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int activeToolIndex;
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float toolUseTimestamp = 0;
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public float walkSpeed;
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public float sprintMultiplier = 1.5f;
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public float gravity = 10;
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Interactable nearestInteractable;
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private CharacterController characterController;
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private CameraController cameraController;
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private Vector3 moveDir;
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private bool hasControl = true; // set this to false if we want to stop reading player inputs
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private bool isSprinting = false;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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activeToolIndex = 0;
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characterController = GetComponent<CharacterController>();
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cameraController = GetComponent<CameraController>();
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}
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// Update is called once per frame
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void Update()
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{
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moveDir = Vector3.zero;
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if (hasControl)
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{
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if (!tools[activeToolIndex].inUse)
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{
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RotatePlayerTowardMouse();
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TryInteract();
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}
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ToolUseDetector();
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ApplyWalk();
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// TODO: This is just for testing, remove or clean up if used
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if (Input.GetKeyDown(KeyCode.Q))
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{
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cameraController.RotateCam();
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}
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// TODO: Add actual save feature later, this is just for test
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if (Input.GetKeyDown(KeyCode.I))
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{
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SaveSystem.Save();
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}
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}
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CheckWeaponChange();
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CheckSprint();
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ApplyGravity();
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DoMovement();
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}
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/// <summary>
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/// Checks if shift is being held, isSprinting is true if it is
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/// </summary>
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private void CheckSprint()
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{
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if (Input.GetKey(KeyCode.LeftShift))
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{
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isSprinting = true;
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}
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else
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{
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isSprinting = false;
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}
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}
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/// <summary>
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/// Checks if weapon is being switched by scroll wheel
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/// </summary>
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private void CheckWeaponChange()
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{
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if (Input.mouseScrollDelta.y > 0)
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{
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SwitchTools(true);
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}
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else if (Input.mouseScrollDelta.y < 0)
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{
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SwitchTools(false);
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}
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}
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/// <summary>
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/// Apply walking inputs to moveDir
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/// </summary>
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void ApplyWalk()
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{
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float verticalMovement = 0;
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float horizontalMovement = 0;
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if (!tools[activeToolIndex].inUse)
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{
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verticalMovement = Input.GetAxisRaw("Vertical");
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horizontalMovement = Input.GetAxisRaw("Horizontal");
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}
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moveDir = new Vector3(horizontalMovement, 0, verticalMovement).normalized;
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if (cameraController != null)
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{
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// re-matrix the rotation direction so movement is consistent no matter what
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// the camera rotation is
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Matrix4x4 matrix = Matrix4x4.Rotate(Quaternion.Euler(0, cameraController.playerCamHome.rotation.eulerAngles.y, 0));
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moveDir = matrix.MultiplyPoint3x4(moveDir);
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}
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}
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/// <summary>
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/// Apply gravity and speed to moveDir
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/// </summary>
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void ApplyGravity()
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{
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if (isSprinting)
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moveDir *= (walkSpeed * sprintMultiplier);
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else
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moveDir *= walkSpeed;
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if (!characterController.isGrounded)
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{
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moveDir.y = -gravity;
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}
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}
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/// <summary>
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/// Move character with moveDir
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/// </summary>
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void DoMovement()
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{
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characterController.Move(moveDir * Time.deltaTime);
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}
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/// <summary>
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/// Pass movement into character controller, lets us expose function without exposing
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/// whole char controller
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/// </summary>
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public void CharacterControllerMove(Vector3 movement)
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{
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characterController.Move(movement);
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}
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/// <summary>
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/// Auto-walk the character in the specified direction. Uses character's walk
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/// speed and camera rotation (per-frame)
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/// </summary>
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public void WalkInDirection(Vector3 direction)
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{
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Vector3 forwardDir = direction;
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forwardDir.y = 0; // don't move on the y axis
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forwardDir *= walkSpeed;
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characterController.Move(forwardDir * Time.deltaTime);
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}
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/// <summary>
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/// Detect input for tool use
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/// </summary>
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void ToolUseDetector()
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{
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if (!tools[activeToolIndex].inUse)
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{
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if (Input.GetMouseButtonDown(0))
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{
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tools[activeToolIndex].Use();
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tools[activeToolIndex].inUse = true;
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toolUseTimestamp = Time.time + tools[activeToolIndex].useTimeSec; // fuck coroutines fr fr
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}
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else if (Input.GetMouseButtonDown(1))
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{
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tools[activeToolIndex].UseAlt();
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tools[activeToolIndex].inUse = true;
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toolUseTimestamp = Time.time + tools[activeToolIndex].altUseTimeSec;
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}
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}
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else
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{
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if (Time.time > toolUseTimestamp)
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{
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tools[activeToolIndex].inUse = false;
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}
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}
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}
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/// <summary>
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/// Face character graphic toward mouse
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/// </summary>
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void RotatePlayerTowardMouse()
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{
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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RaycastHit hit;
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if (Physics.Raycast(ray, out hit, Mathf.Infinity))
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{
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Vector3 targetPosition = hit.point;
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targetPosition.y = transform.position.y;
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Vector3 direction = targetPosition - transform.position;
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Quaternion targetRotation = Quaternion.LookRotation(direction, Vector3.up);
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DougBody.transform.rotation = targetRotation;
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}
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}
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/// <summary>
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/// Try to interact by detecting nearest interactable
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/// </summary>
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void TryInteract()
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{
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if (Input.GetKeyDown(KeyCode.E) && nearestInteractable != null)
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{
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nearestInteractable.Interact();
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}
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}
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private void OnTriggerEnter(Collider other)
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{
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Interactable interactable = other.GetComponent<Interactable>();
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// store nearest interactable if it exists
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if (interactable != null)
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{
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nearestInteractable = interactable;
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interactable.MoveInsideRange();
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}
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}
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private void OnTriggerExit(Collider other)
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{
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// just null out interactables when we leave an interactable trigger (we cant and shouldn't overlap interactables)
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Interactable interactable = other.GetComponent<Interactable>();
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// store nearest interactable if it exists
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if (interactable != null && nearestInteractable != null)
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{
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nearestInteractable.MoveOutsideRange();
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nearestInteractable = null;
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}
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}
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/// <summary>
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/// Sets the character's "hasControl" bool. All input is ignored when false
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/// </summary>
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public void SetCharacterControl(bool hasControl)
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{
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this.hasControl = hasControl;
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}
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/// <summary>
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/// Gets the character's "hasControl" bool. All input is ignored when false
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/// </summary>
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public bool GetCharacterHasControl()
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{
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return hasControl;
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}
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/// <summary>
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/// Switches the tools in hand.
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///
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/// <param name="up">Are we moving up (-1) the list?</param>
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/// </summary>
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private void SwitchTools(bool up)
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{
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// calculate index of next tool
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int newIndex = up ? activeToolIndex - 1 : activeToolIndex + 1;
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if (newIndex < 0)
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{
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newIndex = tools.Length + newIndex;
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}
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else if (newIndex >= tools.Length)
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{
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newIndex = newIndex % tools.Length;
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}
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// disable current tool
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tools[activeToolIndex].gameObject.SetActive(false);
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// load new tool
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activeToolIndex = newIndex;
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tools[activeToolIndex].gameObject.SetActive(true);
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}
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}
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