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shadowx320

PlayerLocomotion

Mar 19th, 2021
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C# 3.77 KB | None | 0 0
  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4.  
  5. namespace SG
  6. {
  7.     public class PlayerLocomotion : MonoBehaviour
  8.     {
  9.         Transform cameraObject;
  10.         InputHandler inputHandler;
  11.         Vector3 moveDirection;
  12.  
  13.         [HideInInspector]
  14.         public Transform myTransform;
  15.         [HideInInspector]
  16.         public AnimatorHandler animatorHandler;
  17.  
  18.         public new Rigidbody rigidbody;
  19.         public GameObject normalCamera;
  20.  
  21.         [Header("Stats")]
  22.         [SerializeField]
  23.         float movementSpeed = 5;
  24.         [SerializeField]
  25.         float rotationSpeed = 10;
  26.  
  27.         private void Start()
  28.         {
  29.             rigidbody = GetComponent<Rigidbody>();
  30.             inputHandler = GetComponent<InputHandler>();
  31.             animatorHandler = GetComponentInChildren<AnimatorHandler>();
  32.             cameraObject = Camera.main.transform;
  33.             myTransform = transform;
  34.             animatorHandler.Initialize();
  35.         }
  36.  
  37.         public void Update()
  38.         {
  39.             float delta = Time.deltaTime;
  40.  
  41.             inputHandler.TickInput(delta);
  42.             HandleMovement(delta);
  43.             HandleRollingAndSprinting(delta);
  44.         }
  45.  
  46.         #region Movement
  47.         Vector3 normalVector;
  48.         Vector3 targetPosition;
  49.  
  50.         private void HandleRotation(float delta)
  51.         {
  52.             Vector3 targetDir = Vector3.zero;
  53.             float moveOverride = inputHandler.moveAmount;
  54.  
  55.             targetDir = cameraObject.forward * inputHandler.vertical;
  56.             targetDir += cameraObject.right * inputHandler.horizontal;
  57.  
  58.             targetDir.Normalize();
  59.             targetDir.y = 0;
  60.  
  61.             if (targetDir == Vector3.zero)
  62.                 targetDir = myTransform.forward;
  63.  
  64.             float rs = rotationSpeed;
  65.  
  66.             Quaternion tr = Quaternion.LookRotation(targetDir);
  67.             Quaternion targetRotation = Quaternion.Slerp(myTransform.rotation, tr, rs * delta);
  68.  
  69.             myTransform.rotation = targetRotation;
  70.         }
  71.  
  72.         public void HandleMovement(float delta)
  73.         {
  74.             moveDirection = cameraObject.forward * inputHandler.vertical;
  75.             moveDirection += cameraObject.right * inputHandler.horizontal;
  76.             moveDirection.Normalize();
  77.             moveDirection.y = 0;
  78.  
  79.             float speed = movementSpeed;
  80.             moveDirection *= speed;
  81.             Debug.Log(normalVector);                                                             // checking if normalVector is being used.
  82.             Vector3 projectedVelocity = Vector3.ProjectOnPlane(moveDirection, normalVector);
  83.             rigidbody.velocity = projectedVelocity;
  84.  
  85.             animatorHandler.UpdateAnimatorValues(inputHandler.moveAmount, 0);
  86.  
  87.             if (animatorHandler.canRotate)
  88.             {
  89.                 HandleRotation(delta);
  90.             }
  91.         }
  92.  
  93.         public void HandleRollingAndSprinting(float delta)
  94.         {
  95.             if (animatorHandler.anim.GetBool("isInteracting"))
  96.                 return;
  97.  
  98.             if (inputHandler.rollFlag)
  99.             {
  100.                 moveDirection = cameraObject.forward * inputHandler.vertical;
  101.                 moveDirection += cameraObject.right * inputHandler.horizontal;
  102.  
  103.                 if (inputHandler.moveAmount > 0)
  104.                 {
  105.                     animatorHandler.PlayTargetAnimation("Rolling", true);
  106.                     moveDirection.y = 0;
  107.                     Quaternion rollRotation = Quaternion.LookRotation(moveDirection);
  108.                     myTransform.rotation = rollRotation;
  109.                 }
  110.                 else
  111.                 {
  112.                     animatorHandler.PlayTargetAnimation("Backstep", true);
  113.                 }
  114.             }
  115.         }
  116.  
  117.         #endregion
  118.     }
  119. }
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