Esempio n. 1
0
        protected override void OnInitialize()
        {
            // Calculate max on all the speeds to make sure it's correct when spawning the player.
            walkingSpeeds.CalculateMax();
            runSpeeds.CalculateMax();
            crouchSpeeds.CalculateMax();

            // Initialize the stamina module.
            stamina.Initialize(PlayerController, PlayerInput);
            // Initialize the moving platforms module.
            movingPlatforms.Initialize(PlayerController, PlayerInput);

            // Make the gravity + if needed.
            if (gravity < 0)
            {
                gravity = -gravity;
            }
            // Make the ground stick + if needed.
            if (groundStick < 0)
            {
                groundStick = -groundStick;
            }

            // Set the move to the walking speeds.
            moveSpeed = walkingSpeeds;
            // Calculate the real jump height.
            realJumpHeight = CalculateJumpHeight(jumpHeight);
            // Set the original controller height.
            originalControllerHeight = CharacterController.height;
            // Set the original controller center.
            originalControllerCenter = CharacterController.center;
            // Set the original camera position.
            originalCameraPosition = PlayerController.Camera.CameraHead.localPosition.y;
            // Calculate the crouch center for the character controller.
            controllerCrouchCenter = CrouchHeight / 2;
            // Calculate the camera position for when crouching.
            crouchCameraPosition = PlayerController.Camera.CameraHead.localPosition.y - (CharacterController.height - crouchHeight);
            // Set the current crouch camera position to the original camera position.
            currentCrouchCameraPosition = originalCameraPosition;
        }
Esempio n. 2
0
        /// <summary>
        /// Handles crouching.
        /// </summary>
        protected virtual void Crouching(float deltaTime)
        {
            // Only run the code if we can crouch. If we can't, always set 'isCrouching' to false.
            if (canCrouch)
            {
                switch (crouchToggleMode)
                {
                case CrouchToggleMode.Off:
                {
                    shouldCrouch = GetButton(input_Crouch);
                    break;
                }

                case CrouchToggleMode.Permanent:
                {
                    bool crouchButtonPressed = GetButtonDown(input_Crouch);
                    if (crouchButtonPressed)
                    {
                        shouldCrouch = !shouldCrouch;
                    }

                    break;
                }
                }

                // If the player wants to be crouching, set is crouching to true.
                // Else if we can stand up and we are crouching, stop crouching.
                if (shouldCrouch)
                {
                    isCrouching = true;
                }
                else if (canStandUp && isCrouching && !shouldCrouch)
                {
                    // If the player was previously crouched, fire the OnEndCrouch event, as the player is longer crouching.
                    if (previouslyCrouched)
                    {
#if NET_4_6 || (UNITY_2018_3_OR_NEWER && !NET_LEGACY)
                        OnEndCrouch?.Invoke();
#else
                        if (OnEndCrouch != null)
                        {
                            OnEndCrouch.Invoke();
                        }
#endif
                    }

                    // Set 'isCrouching' to false.
                    isCrouching = false;
                    // Set the character controller height to the original height we got at the start.
                    CharacterController.height = originalControllerHeight;
                    // Set the character controller center to the original center we got at the start.
                    CharacterController.center = originalControllerCenter;

                    // Set the move speed to the walking speed.
                    moveSpeed = walkingSpeeds;

                    // The player was not previously crouched.
                    previouslyCrouched = false;
                }

                // Only do the code if the player is crouching.
                if (isCrouching)
                {
                    // If the player wasn't previously crouched, fire the OnBeginCrouch event, as the player is now crouching.
                    if (!previouslyCrouched)
                    {
#if NET_4_6 || (UNITY_2018_3_OR_NEWER && !NET_LEGACY)
                        OnBeginCrouch?.Invoke();
#else
                        if (OnBeginCrouch != null)
                        {
                            OnBeginCrouch.Invoke();
                        }
#endif
                    }

                    // Check if we can stand up and update the 'canStandUp' value.
                    canStandUp = CheckCanStandUp();
                    // Set the character controller height to the crouch height.
                    CharacterController.height = crouchHeight;
                    // Set the character controller center to the crouch center.
                    CharacterController.center = new Vector3(CharacterController.center.x, controllerCrouchCenter, CharacterController.center.z);

                    // Set the move speed to the crouch speed.
                    moveSpeed = crouchSpeeds;

                    // The player was previously crouched.
                    previouslyCrouched = true;
                }

                // Lerp the current crouch camera position to either the crouch camera position or the original camera position.
                currentCrouchCameraPosition = Mathf.Lerp(currentCrouchCameraPosition, isCrouching ? crouchCameraPosition : originalCameraPosition, crouchHeadLerp * deltaTime);
                // Set the camera head position to the current crouch camera position.
                PlayerController.Camera.CameraHead.localPosition = new Vector3(PlayerController.Camera.CameraHead.localPosition.x, currentCrouchCameraPosition, PlayerController.Camera.CameraHead.localPosition.z);
            }
            else
            {
                // We can't crouch, always set 'isCrouching' to false.
                isCrouching = false;
            }
        }
Esempio n. 3
0
        /// <summary>
        /// Handles running.
        /// </summary>
        protected virtual void Running()
        {
            // If the player can't run, just stop here.
            if (!canRun)
            {
                return;
            }

            // Set 'isRunning' to true if the player velocity is above the walking speed max.
            isRunning = new Vector2(CharacterController.velocity.x, CharacterController.velocity.z).magnitude > walkingSpeeds.Max + 0.5f;

            bool runButtonPressed = GetButtonDown(input_Run);
            bool runButtonDown    = GetButton(input_Run);

            switch (runToggleMode)
            {
            case RunToggleMode.Off:
            {
                shouldRun = runButtonDown;
                break;
            }

            case RunToggleMode.Permanent:
            {
                if (runButtonPressed)
                {
                    shouldRun = !shouldRun;
                }

                break;
            }

            case RunToggleMode.UntilNoInput:
            {
                if (!hasUserInput)
                {
                    shouldRun = false;
                }
                else if (!isRunning && !didRunSinceLastBreakInMovement && runButtonDown)
                {
                    shouldRun = true;
                }
                else if (runButtonPressed)
                {
                    shouldRun = !shouldRun;
                }

                break;
            }
            }

            // Only run if we're not crouching, can run, and the player wants to be running.
            if (!isCrouching && canRun && shouldRun)
            {
                // If stamina is enabled, only set move speed when stamina is above 0.
                // Else if stamina is not enabled, simply set move speed to run speeds.
                // Else if stamina is enabled and current stamina is 0 (or less), set move speed to walking speed.
                if (stamina.EnableStamina && stamina.CurrentStamina > 0)
                {
                    moveSpeed = runSpeeds;
                }
                else if (!stamina.EnableStamina)
                {
                    moveSpeed = runSpeeds;
                }
                else if (stamina.CurrentStamina <= 0)
                {
                    moveSpeed = walkingSpeeds;
                }
            }
            else if (!isCrouching && !shouldRun)
            {
                // If we're not crouching and not holding down the run button, walk.
                moveSpeed = walkingSpeeds;
            }

            // Only run if m_isRunning is true.
            if (isRunning)
            {
                didRunSinceLastBreakInMovement = true;

                // If the player wasn't previously running, they just started. Fire the OnBeginRun event.
                if (!previouslyRunning)
                {
#if NET_4_6 || (UNITY_2018_3_OR_NEWER && !NET_LEGACY)
                    OnBeginRun?.Invoke();
#else
                    if (OnBeginRun != null)
                    {
                        OnBeginRun.Invoke();
                    }
#endif
                }

                // The player was previously running.
                previouslyRunning = true;
            }
            else
            {
                // If the player was previously running, fire the OnEndRun event.
                if (previouslyRunning)
                {
#if NET_4_6 || (UNITY_2018_3_OR_NEWER && !NET_LEGACY)
                    OnEndRun?.Invoke();
#else
                    if (OnEndRun != null)
                    {
                        OnEndRun.Invoke();
                    }
#endif
                }

                // The player is no longer running.
                previouslyRunning = false;
            }
        }