EntComp Project
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ToDo: | |
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using System; | |
using UnityEngine; | |
using UnityStandardAssets.CrossPlatformInput; | |
using UnityStandardAssets.Utility; | |
using Random = UnityEngine.Random; | |
namespace UnityStandardAssets.Characters.FirstPerson | |
{ | |
[RequireComponent(typeof (CharacterController))] | |
[RequireComponent(typeof (AudioSource))] | |
public class FirstPersonController : MonoBehaviour | |
{ | |
[SerializeField] private bool m_IsWalking; | |
[SerializeField] private float m_WalkSpeed; | |
[SerializeField] private float m_RunSpeed; | |
[SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten; | |
[SerializeField] private float m_JumpSpeed; | |
[SerializeField] private float m_StickToGroundForce; | |
[SerializeField] private float m_GravityMultiplier; | |
[SerializeField] private MouseLook m_MouseLook; | |
[SerializeField] private bool m_UseFovKick; | |
[SerializeField] private FOVKick m_FovKick = new FOVKick(); | |
[SerializeField] private bool m_UseHeadBob; | |
[SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob(); | |
[SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob(); | |
[SerializeField] private float m_StepInterval; | |
[SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from. | |
[SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground. | |
[SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground. | |
//for trap logic | |
[SerializeField] private bool m_InvertedControls; | |
public bool M_InvertedControls | |
{ | |
get | |
{ | |
return m_InvertedControls; | |
} | |
set | |
{ | |
m_InvertedControls = value; | |
} | |
} | |
private Camera m_Camera; | |
private bool m_Jump; | |
private float m_YRotation; | |
private Vector2 m_Input; | |
private Vector3 m_MoveDir = Vector3.zero; | |
private CharacterController m_CharacterController; | |
private CollisionFlags m_CollisionFlags; | |
private bool m_PreviouslyGrounded; | |
private Vector3 m_OriginalCameraPosition; | |
private float m_StepCycle; | |
private float m_NextStep; | |
private bool m_Jumping; | |
private AudioSource m_AudioSource; | |
// Use this for initialization | |
private void Start() | |
{ | |
m_CharacterController = GetComponent<CharacterController>(); | |
m_Camera = Camera.main; | |
m_OriginalCameraPosition = m_Camera.transform.localPosition; | |
m_FovKick.Setup(m_Camera); | |
m_HeadBob.Setup(m_Camera, m_StepInterval); | |
m_StepCycle = 0f; | |
m_NextStep = m_StepCycle/2f; | |
m_Jumping = false; | |
m_AudioSource = GetComponent<AudioSource>(); | |
m_MouseLook.Init(transform , m_Camera.transform); | |
m_InvertedControls = false; | |
} | |
// Update is called once per frame | |
private void Update() | |
{ | |
RotateView(); | |
// the jump state needs to read here to make sure it is not missed | |
if (!m_Jump) | |
{ | |
m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); | |
} | |
if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) | |
{ | |
StartCoroutine(m_JumpBob.DoBobCycle()); | |
PlayLandingSound(); | |
m_MoveDir.y = 0f; | |
m_Jumping = false; | |
} | |
if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) | |
{ | |
m_MoveDir.y = 0f; | |
} | |
m_PreviouslyGrounded = m_CharacterController.isGrounded; | |
} | |
private void PlayLandingSound() | |
{ | |
m_AudioSource.clip = m_LandSound; | |
m_AudioSource.Play(); | |
m_NextStep = m_StepCycle + .5f; | |
} | |
private void FixedUpdate() | |
{ | |
float speed; | |
GetInput(out speed); | |
// always move along the camera forward as it is the direction that it being aimed at | |
//original desiredMove | |
//Vector3 desiredMove = transform.forward*m_Input.y+ transform.right*m_Input.x; | |
//new desiredMove | |
Vector3 desiredMove; | |
if (!m_InvertedControls) | |
{ | |
desiredMove = transform.forward * m_Input.y + transform.right * m_Input.x; | |
} | |
else | |
{ | |
desiredMove = transform.forward * m_Input.y * - 1 + transform.right * m_Input.x * - 1; | |
} | |
// get a normal for the surface that is being touched to move along it | |
RaycastHit hitInfo; | |
Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo, | |
m_CharacterController.height/2f, Physics.AllLayers, QueryTriggerInteraction.Ignore); | |
desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized; | |
m_MoveDir.x = desiredMove.x*speed; | |
m_MoveDir.z = desiredMove.z*speed; | |
if (m_CharacterController.isGrounded) | |
{ | |
m_MoveDir.y = -m_StickToGroundForce; | |
if (m_Jump) | |
{ | |
m_MoveDir.y = m_JumpSpeed; | |
PlayJumpSound(); | |
m_Jump = false; | |
m_Jumping = true; | |
} | |
} | |
else | |
{ | |
m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime; | |
} | |
m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime); | |
ProgressStepCycle(speed); | |
UpdateCameraPosition(speed); | |
m_MouseLook.UpdateCursorLock(); | |
} | |
private void PlayJumpSound() | |
{ | |
m_AudioSource.clip = m_JumpSound; | |
m_AudioSource.Play(); | |
} | |
private void ProgressStepCycle(float speed) | |
{ | |
if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0)) | |
{ | |
m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))* | |
Time.fixedDeltaTime; | |
} | |
if (!(m_StepCycle > m_NextStep)) | |
{ | |
return; | |
} | |
m_NextStep = m_StepCycle + m_StepInterval; | |
PlayFootStepAudio(); | |
} | |
private void PlayFootStepAudio() | |
{ | |
if (!m_CharacterController.isGrounded) | |
{ | |
return; | |
} | |
// pick & play a random footstep sound from the array, | |
// excluding sound at index 0 | |
int n = Random.Range(1, m_FootstepSounds.Length); | |
m_AudioSource.clip = m_FootstepSounds[n]; | |
m_AudioSource.PlayOneShot(m_AudioSource.clip); | |
// move picked sound to index 0 so it's not picked next time | |
m_FootstepSounds[n] = m_FootstepSounds[0]; | |
m_FootstepSounds[0] = m_AudioSource.clip; | |
} | |
private void UpdateCameraPosition(float speed) | |
{ | |
Vector3 newCameraPosition; | |
if (!m_UseHeadBob) | |
{ | |
return; | |
} | |
if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded) | |
{ | |
m_Camera.transform.localPosition = | |
m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude + | |
(speed*(m_IsWalking ? 1f : m_RunstepLenghten))); | |
newCameraPosition = m_Camera.transform.localPosition; | |
newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset(); | |
} | |
else | |
{ | |
newCameraPosition = m_Camera.transform.localPosition; | |
newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset(); | |
} | |
m_Camera.transform.localPosition = newCameraPosition; | |
} | |
private void GetInput(out float speed) | |
{ | |
// Read input | |
float horizontal = CrossPlatformInputManager.GetAxis("Horizontal"); | |
float vertical = CrossPlatformInputManager.GetAxis("Vertical"); | |
bool waswalking = m_IsWalking; | |
#if !MOBILE_INPUT | |
// On standalone builds, walk/run speed is modified by a key press. | |
// keep track of whether or not the character is walking or running | |
m_IsWalking = !Input.GetKey(KeyCode.LeftShift); | |
#endif | |
// set the desired speed to be walking or running | |
speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed; | |
m_Input = new Vector2(horizontal, vertical); | |
// normalize input if it exceeds 1 in combined length: | |
if (m_Input.sqrMagnitude > 1) | |
{ | |
m_Input.Normalize(); | |
} | |
// handle speed change to give an fov kick | |
// only if the player is going to a run, is running and the fovkick is to be used | |
if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0) | |
{ | |
StopAllCoroutines(); | |
StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown()); | |
} | |
} | |
private void RotateView() | |
{ | |
m_MouseLook.LookRotation (transform, m_Camera.transform); | |
} | |
private void OnControllerColliderHit(ControllerColliderHit hit) | |
{ | |
Rigidbody body = hit.collider.attachedRigidbody; | |
//dont move the rigidbody if the character is on top of it | |
if (m_CollisionFlags == CollisionFlags.Below) | |
{ | |
return; | |
} | |
if (body == null || body.isKinematic) | |
{ | |
return; | |
} | |
body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse); | |
} | |
} | |
} |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class TrapLogic : MonoBehaviour { | |
// Use this for initialization | |
void Start () { | |
UnityStandardAssets.Characters.FirstPerson.FirstPersonController fps = new UnityStandardAssets.Characters.FirstPerson.FirstPersonController(); | |
fps.M_InvertedControls = true; | |
} | |
// Update is called once per frame | |
void Update () { | |
} | |
} |
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