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@e-sarkis /PlayerController.cs Secret
Last active Nov 9, 2018

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SAK Player Controller
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 3D MouseLook and Transform movement
/// </summary>
public class PlayerController : MonoBehaviour
{
[Header("Movement")]
[Tooltip("Normal movement speed in Editor units")]
public float walkingSpeed = 2.5f;
[Tooltip("Slowed movement speed used when walk key is held in Editor units")]
public float slowedWalkingSpeed = 1.0f;
[Header("Mouse Look")]
[Tooltip("Mouse look movement sensitivity")]
public float mouseSensitivity = 50f;
[Tooltip("Reference to the child viewing camera object of Player")]
public GameObject viewCamera;
[Tooltip("Maximum magnitude of Y-Axis angle (prevents looking straight up/down)")]
public float yAxisAngleClamp = 75f;
[Header("Headbob")]
[Tooltip("Headbob magnitude")]
public float headbobMagnitude = 0.05f;
[Tooltip("Headbobbing speed")]
public float headbobSpeed = 4.8f;
[Tooltip("Headbob smoothing transition from moving to not moving.")]
public float headbobTransitionSpeed = 20f;
[Header("Interactions")]
[Tooltip("Minimum distance to Interactable objects in Editor Units")]
public float interactionRange = 1f;
[Header("Debug")]
[Tooltip("Enable NoClip")]
public bool noclip = false;
private CharacterController _characterController;
private float _moveSpeed;
private float _rotX;
private float _rotY;
private float _initialY;
private Vector3 _headbobRestingPosition;
private float _headbobTimer = Mathf.PI / 2; // Sin(PI / 2) = 1;
delegate void MovementUpdate();
private MovementUpdate movementUpdate;
void Awake ()
{
Vector3 rot = viewCamera.transform.localRotation.eulerAngles;
_rotX = rot.x;
_rotY = rot.y;
_characterController = GetComponent<CharacterController>();
_initialY = transform.position.y;
_headbobRestingPosition = viewCamera.transform.position;
_moveSpeed = walkingSpeed;
if (noclip)
{
movementUpdate = NoClipMoveUpdate;
} else
{
movementUpdate = MoveUpdate;
}
}
void Update ()
{
MouseLookUpdate();
movementUpdate();
HeadbobUpdate();
InteractUpdate();
if (noclip)
{
movementUpdate = NoClipMoveUpdate;
} else
{
movementUpdate = MoveUpdate;
}
if (Input.GetButtonDown("Fire3"))
{
_moveSpeed = slowedWalkingSpeed;
}
if (Input.GetButtonUp("Fire3"))
{
_moveSpeed = walkingSpeed;
}
}
void InteractUpdate()
{
Debug.DrawRay(viewCamera.transform.position, viewCamera.transform.forward * interactionRange, Color.red, Time.deltaTime);
Interactable interact = null;
RaycastHit hit;
if (Physics.Raycast(viewCamera.transform.position, viewCamera.transform.forward, out hit, interactionRange)
&& !DialogueReciever.s_instance.GetIsTyping())
{
interact = hit.transform.gameObject.GetComponentInChildren<Interactable>();
if (interact)
{
PlayerUIController.s_instance.SetActionText(interact);
}
} else
{
PlayerUIController.s_instance.SetActionText();
}
if (Input.GetButtonDown("Fire1") && interact != null)
{
// Player attempts to interact and an Interactable is within range
interact.Act();
}
}
/// <summary>
/// Simple 3D MouseLook
/// </summary>
void MouseLookUpdate()
{
float mX = Input.GetAxis("Mouse X");
float mY = Input.GetAxis("Mouse Y");
_rotX += -mY * mouseSensitivity * Time.deltaTime;
_rotY += mX * mouseSensitivity * Time.deltaTime;
_rotX = Mathf.Clamp(_rotX, -yAxisAngleClamp, yAxisAngleClamp);
Quaternion localRot = Quaternion.Euler(_rotX, _rotY, 0f);
viewCamera.transform.rotation = localRot;
}
/// <summary>
/// Simple 3D Movement
/// </summary>
void MoveUpdate()
{
Vector3 visionForward = new Vector3 (viewCamera.transform.forward.x, 0,
viewCamera.transform.forward.z).normalized;
Vector3 visionRight = viewCamera.transform.right;
bool isMoving = false;
if (Input.GetAxisRaw("Vertical") > 0)
{
// Move Forward
_characterController.Move(visionForward * _moveSpeed * Time.deltaTime);
isMoving = true;
} else if (Input.GetAxisRaw("Vertical") < 0)
{
// Move Backward
_characterController.Move(-visionForward * _moveSpeed * Time.deltaTime);
isMoving = true;
}
if (Input.GetAxisRaw("Horizontal") > 0)
{
// Strafe Right
_characterController.Move(visionRight * _moveSpeed * Time.deltaTime);
isMoving = true;
} else if (Input.GetAxisRaw("Horizontal") < 0)
{
// Strafe Left
_characterController.Move(-visionRight * _moveSpeed * Time.deltaTime);
isMoving = true;
}
// Simple Z-Axis position clamping
transform.position = new Vector3(transform.position.x,
_initialY,
transform.position.z);
if (!isMoving)
{
_characterController.Move(Vector3.zero);
}
}
void NoClipMoveUpdate()
{
Vector3 visionForward = viewCamera.transform.forward;
Vector3 visionRight = viewCamera.transform.right;
if (Input.GetAxisRaw("Vertical") > 0)
{
transform.Translate(visionForward * _moveSpeed); // Move Forward
} else if (Input.GetAxisRaw("Vertical") < 0)
{
transform.Translate(-visionForward * _moveSpeed); // Move Backward
}
if (Input.GetAxisRaw("Horizontal") > 0)
{
transform.Translate(visionRight * _moveSpeed);// Strafe Right
} else if (Input.GetAxisRaw("Horizontal") < 0)
{
transform.Translate(-visionRight * _moveSpeed);// Strafe Left
}
}
void HeadbobUpdate()
{
Transform cameraTransform = viewCamera.GetComponentInChildren<Camera>().transform;
if (Input.GetAxisRaw("Horizontal") != 0 || Input.GetAxisRaw("Vertical") != 0)
{
_headbobTimer += headbobSpeed * Time.deltaTime;
Vector3 nextPosition = new Vector3( cameraTransform.position.x,
_headbobRestingPosition.y + Mathf.Abs((Mathf.Sin(_headbobTimer) * headbobMagnitude)),
cameraTransform.position.z);
cameraTransform.position = nextPosition;
} else
{
_headbobTimer = Mathf.PI / 2;
Vector3 newPosition = new Vector3( cameraTransform.position.x,
Mathf.Lerp(cameraTransform.position.y, _headbobRestingPosition.y, headbobTransitionSpeed * Time.deltaTime),
cameraTransform.position.z);
cameraTransform.position = newPosition;
}
if (_headbobTimer > Mathf.PI * 2)
{
_headbobTimer = 0;
}
}
}
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