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