Files
DougDiggem/Assets/Scripts/Management/PlayerController.cs
T
2026-07-21 21:13:43 -05:00

505 lines
15 KiB
C#

using System.Collections;
using TMPro;
using Unity.VisualScripting.Antlr3.Runtime;
using UnityEngine;
using static UnityEngine.GraphicsBuffer;
public class PlayerController : MonoBehaviour
{
public GameObject DougBody;
public Tool[] tools;
float toolUseTimestamp = 0;
public float walkSpeed = 2;
public float sprintMultiplier = 1.5f;
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;
private bool paused = false;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
characterController = GetComponent<CharacterController>();
cameraController = GetComponent<CameraController>();
SwitchTools(GameManager.Instance.PlayerManager.CurrentToolIndex);
}
// Update is called once per frame
void Update()
{
moveDir = Vector3.zero;
// TODO: Move input detection somewhere else
if (Input.GetKeyDown(KeyCode.Escape))
{
TogglePause();
}
if (hasControl)
{
if (!tools[GameManager.Instance.PlayerManager.CurrentToolIndex].inUse)
{
RotatePlayerTowardMouse();
TryInteract();
}
CheckWeaponChange();
ApplyWalk();
TryJump();
}
if (canUseTools)
{
ToolUseDetector();
}
CheckSprint();
ApplySpeed();
ApplyGravity();
DoMovement();
}
public void TogglePause()
{
if (!paused)
{
Cursor.lockState = CursorLockMode.None;
Time.timeScale = 0;
canUseTools = false;
hasControl = false;
GameManager.Instance.MenuController.ShowScreen("Pause");
}
else
{
Time.timeScale = 1;
canUseTools = true;
hasControl = true;
GameManager.Instance.MenuController.HideAllScreens();
}
paused = !paused;
}
#region Movement Calculation/Input Processing
/// <summary>
/// If player presses space, jump
/// </summary>
private void TryJump()
{
if (characterController.isGrounded && Input.GetKeyDown(KeyCode.Space))
{
verticalVelocity = Mathf.Sqrt(jumpHeight * -2f * -gravity);
}
}
/// <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.GetMouseButton(1))
{
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");
}
Vector3 input = Vector3.ClampMagnitude(new Vector3(horizontalMovement, 0f, verticalMovement), 1f);
moveDir = cameraController.Forward * input.z + cameraController.Right * input.x;
}
/// <summary>
/// Apply speed to moveDir
/// </summary>
void ApplySpeed()
{
if (isSprinting)
moveDir *= (walkSpeed * sprintMultiplier);
else
moveDir *= walkSpeed;
}
/// <summary>
/// Apply gravity to moveDir
/// </summary>
void ApplyGravity()
{
// Makes sure we're grounded (built-in character controller is wonky)
if (characterController.isGrounded && verticalVelocity < 0)
{
verticalVelocity = -2f;
}
verticalVelocity += -gravity;
}
/// <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);
Plane plane = new Plane(cameraController.MainCamera.transform.forward,DougBody.transform.position);
if (plane.Raycast(ray, out var distance))
{
Vector3 hitPoint = ray.GetPoint(distance);
Vector3 direction = hitPoint - DougBody.transform.position;
direction.y = 0f;
///DougBody.transform.LookAt(new Vector3(hitPoint.x, DougBody.transform.position.y, hitPoint.z));
if (direction.sqrMagnitude > 0.001f)
{
Quaternion targetRotation =
Quaternion.LookRotation(direction);
DougBody.transform.rotation = Quaternion.Slerp(
DougBody.transform.rotation,
targetRotation,
rotationSpeed * Time.deltaTime
);
}
}*/
// When rotating the cam with right mouse, look forward
if (Input.GetMouseButton(1))
{
Quaternion targetRotation = Quaternion.LookRotation(cameraController.Forward);
DougBody.transform.rotation = Quaternion.Slerp(
DougBody.transform.rotation,
targetRotation,
rotationSpeed * Time.deltaTime
);
}
else
{
Camera cam = cameraController.MainCamera;
Ray ray = cam.ScreenPointToRay(Input.mousePosition);
Vector3 targetPoint;
// 1. Try real world hit first (most stable)
if (Physics.Raycast(ray, out RaycastHit hit, 1000f))
{
targetPoint = hit.point;
}
else
{
// 2. Fallback to plane at player height
Plane plane = new Plane(Vector3.up, DougBody.transform.position);
if (!plane.Raycast(ray, out float enter))
return;
targetPoint = ray.GetPoint(enter);
}
// 3. Flatten direction so we only rotate on Y axis
Vector3 direction = targetPoint - DougBody.transform.position;
direction.y = 0f;
if (direction.sqrMagnitude < 0.001f)
return;
// 4. Convert to rotation
Quaternion targetRotation = Quaternion.LookRotation(direction.normalized);
// 5. Smooth rotation
DougBody.transform.rotation = Quaternion.Slerp(
DougBody.transform.rotation,
targetRotation,
rotationSpeed * Time.deltaTime
);
}
}
/// <summary>
/// Try to interact by detecting nearest interactable
/// </summary>
void TryInteract()
{
if (Input.GetKeyDown(KeyCode.E) && nearestInteractable != null)
{
nearestInteractable.Interact();
}
}
/// <summary>
/// Move character with moveDir
/// </summary>
void DoMovement()
{
moveDir.y = verticalVelocity;
characterController.Move(moveDir * Time.deltaTime);
}
/// <summary>
/// Switches the tools in hand by taking an index
///
/// <param name="toolIndex">Index of the tool to switch to</param>
/// <param name="defaultToUp">
/// If true, try the next tool if the tool at toolIndex is not unlocked yet. If false,
/// try the previous tool if the tool at toolIndex is not unlocked.
/// </param>
/// </summary>
private void SwitchTools(int toolIndex, bool defaultToUp = true)
{
if (toolIndex < 0 || toolIndex >= tools.Length)
{
toolIndex = 0;
}
// disable all tools
foreach (Tool tool in tools)
{
tool.gameObject.SetActive(false);
}
if (GameManager.Instance.PlayerManager.IsToolUnlocked(tools[toolIndex].ToolType))
{
// load new tool
GameManager.Instance.PlayerManager.CurrentToolIndex = toolIndex;
tools[GameManager.Instance.PlayerManager.CurrentToolIndex].gameObject.SetActive(true);
}
else
{
// try next index
if (defaultToUp)
SwitchTools(toolIndex + 1, defaultToUp);
else
SwitchTools(toolIndex - 1, defaultToUp);
}
}
/// <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 - 1;
}
else if (newIndex >= tools.Length)
{
newIndex = newIndex % tools.Length;
}
// disable current tool
tools[GameManager.Instance.PlayerManager.CurrentToolIndex].gameObject.SetActive(false);
if (GameManager.Instance.PlayerManager.IsToolUnlocked(tools[newIndex].ToolType))
{
// load new tool
GameManager.Instance.PlayerManager.CurrentToolIndex = newIndex;
tools[GameManager.Instance.PlayerManager.CurrentToolIndex].gameObject.SetActive(true);
}
else
{
// try next tool
if (up) SwitchTools(newIndex + 1);
else SwitchTools(newIndex - 1, false);
}
}
#endregion
#region External Controls
/// <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>
/// Set the character controller's position
/// </summary>
public void CharacterControllerSetPosition(Vector3 pos)
{
characterController.enabled = false;
transform.position = pos;
characterController.enabled = true;
}
/// <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>
/// Sets the character's "hasControl" bool. All input is ignored when false
/// </summary>
public void SetCharacterControl(bool hasControl)
{
this.hasControl = hasControl;
}
/// <summary>
/// Sets the character's "canUseTools" bool. Tool use input is ignored when false
/// </summary>
public void SetCharacterCanUseTools(bool canUseTools)
{
this.canUseTools = canUseTools;
}
/// <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>
/// Bounce off of object (upward), reverses downward velocity and multiplies it by
/// the bounciness
/// <param name="bounciness">How bouncy the surface is</param>
/// </summary>
public void Bounce(float bounciness)
{
if (verticalVelocity < -3f)
{
float bounceForce = -verticalVelocity * bounciness;
verticalVelocity = bounceForce;
moveDir.y = bounceForce;
}
}
#endregion
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;
}
}
private void OnControllerColliderHit(ControllerColliderHit hit)
{
BouncePad bouncePad = hit.gameObject.GetComponent<BouncePad>();
if (bouncePad != null)
{
Bounce(bouncePad.bounciness);
}
}
}