Files
JourneyProject/Assets/Scripts/PlayerMovement.cs
2025-11-07 01:59:46 -08:00

434 lines
11 KiB
C#

using TMPro;
using Unity.Cinemachine;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.PostProcessing;
using UnityEngine.Rendering.Universal;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class PlayerMovement : MonoBehaviour
{
public float moveSpeed;
public float moveSpeedMultiplier;
public LayerMask whatIsGround;
public bool grounded;
public Collider groundedCollider;
public float airMultiplier;
public bool airCollided;
public bool groundCollided;
public float maxSlopeAngle;
private RaycastHit slopeHit;
private bool exitingSlope;
public Transform orientation;
public Transform cameraor;
public GameObject cinemachineCam;
float horizontalInput;
float verticalInput;
public GameObject sword;
public Transform swordSpawnPoint;
public Transform swordSpawnPoint2;
public Transform swordSpawnPoint3;
public int lastSwing;
public float timeSinceLastSwing;
public bool holdSwing;
public float holdSwingTimer;
public float dashDistanceTimer, dashDistance, dashDuration;
public Collider myCollider;
public LayerMask excludeEnemy;
public float HP = 10;
public float energy = 100;
public float swungTimer;
public bool swung;
public Slider energySlider;
public GameObject energyObj;
float energyObjTimer;
public GameObject energyFill;
Vector3 moveDirection;
Rigidbody rb;
public PhysicsMaterial walkingPhysics;
public PhysicsMaterial standingPhysics;
public PhysicsMaterial airColliding;
public GameObject particle1;
public GameObject particle2;
public VolumeProfile volumeProfile;
public RectTransform healthUI;
bool jumped;
bool jumping;
public GameObject uiController;
void Start()
{
cinemachineCam = GameObject.Find("CinemachineCamera");
rb = GetComponent<Rigidbody>();
rb.freezeRotation = true;
}
void Update()
{
MyInput();
SpeedControl();
if (energy == 100)
{
energyObjTimer += Time.deltaTime;
if (energyObjTimer > .4)
{
energyObj.SetActive(false);
}
}
else
{
energyObjTimer = 0;
energyObj.SetActive(true);
}
}
void FixedUpdate()
{
MovePlayer();
}
private void MyInput()
{
if (Input.GetKeyDown(KeyCode.Alpha7))
{
HP -= 1;
}
if (Input.GetKeyDown(KeyCode.Alpha8))
{
HP -= .5f;
}
if (Input.GetKey(KeyCode.Alpha9))
{
HP -= Time.deltaTime;
}
if (Input.GetKeyDown(KeyCode.Alpha6))
{
HP = 10;
}
if (Input.GetKeyDown(KeyCode.Escape))
{
if (Time.timeScale == 1)
{
uiController.GetComponent<PauseMenuControls>().mainCanvas.enabled = false;
uiController.GetComponent<PauseMenuControls>().pauseCanvas.enabled = true;
Time.timeScale = 0;
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
else
{
uiController.GetComponent<PauseMenuControls>().mainCanvas.enabled = true;
uiController.GetComponent<PauseMenuControls>().pauseCanvas.enabled = false;
uiController.GetComponent<PauseMenuControls>().settingsCanvas.enabled = false;
Time.timeScale = 1;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
horizontalInput = Input.GetAxisRaw("Horizontal");
verticalInput = Input.GetAxisRaw("Vertical");
if (horizontalInput == 0 && verticalInput == 0 && grounded && !Input.GetKeyDown(KeyCode.Space))
{
rb.linearDamping = 7;
GetComponent<CapsuleCollider>().material = standingPhysics;
}
else if (horizontalInput != 0 || verticalInput != 0 || !grounded || Input.GetKeyDown(KeyCode.Space))
{
rb.linearDamping = 0;
GetComponent<CapsuleCollider>().material = walkingPhysics;
}
if (Input.GetKeyDown(KeyCode.Space) && grounded)
{
rb.linearDamping = 0;
GetComponent<CapsuleCollider>().material = walkingPhysics;
jumped = true;
jumping = true;
}
if (jumped)
{
rb.linearDamping = 0;
GetComponent<CapsuleCollider>().material = walkingPhysics;
if (jumping)
{
rb.AddForce(Vector3.up * 6, ForceMode.Impulse);
jumping = false;
}
}
if (airCollided && !grounded)
{
rb.linearDamping = 0;
GetComponent<CapsuleCollider>().material = airColliding;
//rb.AddForce(Vector3.down * 1, ForceMode.Force);
Debug.Log("ng, hs");
}
if (Time.timeScale == 1)
{
timeSinceLastSwing += Time.deltaTime;
if (timeSinceLastSwing > .5f)
lastSwing = 0;
holdSwingTimer += Time.deltaTime;
if (holdSwing && holdSwingTimer > .15f)
holdSwing = false;
else if (holdSwing && GameObject.FindGameObjectsWithTag("Sword").Length < 1)
{
holdSwing = false;
if (energy > 7)
SwingSword();
}
if (!holdSwing)
holdSwingTimer = 0;
if (swung)
{
swungTimer += Time.deltaTime;
}
if (swungTimer > 1f)
swung = false;
if (!swung)
{
swungTimer = 0;
energy += 70 * Time.deltaTime;
}
if (energy < 0)
energy = 0;
if (energy > 100)
energy = 100;
energySlider.value = energy;
healthUI.sizeDelta = new Vector2((Mathf.Ceil(HP)-1) + (9 * HP), healthUI.sizeDelta.y);
if (Input.GetMouseButtonDown(0))
{
if (GameObject.FindGameObjectsWithTag("Sword").Length < 1)
{
if (energy > 7)
SwingSword();
}
else
{
swung = true;
swungTimer = 0;
holdSwingTimer = 0;
holdSwing = true;
}
}
if (Input.GetMouseButton(0))
{
swung = true;
swungTimer = 0;
timeSinceLastSwing = 0;
energy -= 20 * Time.deltaTime;
dashDistanceTimer += Time.deltaTime;
if (dashDistanceTimer > 1)
energyFill.GetComponent<Image>().color = Color.deepPink;
if (energy <= 0)
{
if (dashDistanceTimer > 1)
{
dashDistance = Mathf.Floor(dashDistanceTimer * 8);
dashDuration = 15;
}
dashDistanceTimer = 0;
}
}
//if (!Input.GetMouseButton(0))
//energyFill.GetComponent<Image>().color = new Color(196, 3, 0, 255);
if (Input.GetMouseButtonUp(0))
{
energyFill.GetComponent<Image>().color = Color.darkRed;
if (dashDistanceTimer > 1)
{
dashDistance = Mathf.Floor(dashDistanceTimer * 8);
dashDuration = 15;
}
dashDistanceTimer = 0;
}
}
}
private void LateUpdate()
{
}
private void SwingSword()
{
swung = true;
swungTimer = 0;
energy -= 7;
if (lastSwing == 0 || lastSwing == 3)
{
GameObject newSword = Instantiate(sword, swordSpawnPoint);
lastSwing = 1;
timeSinceLastSwing = 0;
}
else if (lastSwing == 1)
{
GameObject newSword = Instantiate(sword, swordSpawnPoint2);
lastSwing = 2;
timeSinceLastSwing = 0;
}
else if (lastSwing == 2)
{
GameObject newSword = Instantiate(sword, swordSpawnPoint3);
lastSwing = 3;
timeSinceLastSwing = 0;
}
}
private void MovePlayer()
{
moveDirection = orientation.forward * verticalInput + orientation.right * horizontalInput;
if (grounded)
rb.AddForce(moveDirection.normalized * moveSpeed * moveSpeedMultiplier * 3, ForceMode.Force);
else if (!grounded)
rb.AddForce(moveDirection.normalized * moveSpeed * moveSpeedMultiplier * airMultiplier, ForceMode.Force);
if (rb.linearVelocity.y < -1)
{
rb.AddForce(transform.up * -5, ForceMode.Force);
}
if (dashDuration > 0)
{
SwordDash();
dashDuration--;
}
if (dashDuration == 1)
{
rb.linearVelocity = Vector3.zero;
dashDuration--;
}
}
private void SwordDash()
{
myCollider.excludeLayers = excludeEnemy;
rb.AddForce(Camera.main.transform.forward * dashDistance, ForceMode.Impulse);
swung = true;
swungTimer = 0;
timeSinceLastSwing = 0;
}
private void SpeedControl()
{
{
Vector3 flatVel = new Vector3(rb.linearVelocity.x, 0f, rb.linearVelocity.z);
if (flatVel.magnitude > moveSpeed)
{
Vector3 limitedVel = flatVel.normalized * moveSpeed;
rb.linearVelocity = new Vector3(limitedVel.x, rb.linearVelocity.y, limitedVel.z);
}
}
}
private bool OnSlope()
{
if (Physics.Raycast(transform.position, Vector3.down, out slopeHit, 2 * 0.5f + 0.3f))
{
float angle = Vector3.Angle(Vector3.up, slopeHit.normal);
return angle < maxSlopeAngle && angle != 0;
}
return false;
}
private Vector3 GetSlopeDirection()
{
return Vector3.ProjectOnPlane(moveDirection, slopeHit.normal).normalized;
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "Enemy")
{
HP--;
}
if (!other.isTrigger/* && other.gameObject.tag == "Ground"*/)
{
grounded = true;
if (jumped)
jumped = false;
}
}
private void OnTriggerStay(Collider other)
{
if (!other.isTrigger/* && other.gameObject.tag == "Ground"*/)
{
grounded = true;
}
}
private void OnTriggerExit(Collider other)
{
if (!other.isTrigger/* && other.gameObject.tag == "Ground"*/)
{
grounded = false;
}
}
private void OnCollisionEnter(Collision collision)
{
if (!grounded)
{
}
}
private void OnCollisionStay(Collision collision)
{
if (!grounded)
{
airCollided = true;
}
}
private void OnCollisionExit(Collision collision)
{
if (!grounded)
{
airCollided = false;
}
}
}