Commit 223f6ec9 authored by David Huss's avatar David Huss 💬

Add FPSController.cs

parent 4ce04470
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// Generic First-Person-Shooter-like Controller
[RequireComponent(typeof(CharacterController))]
public class FPSController : MonoBehaviour
{
[Tooltip("How fast the player moves when walking (default move speed).")]
[SerializeField]
private float movementWalkSpeed = 6.0f;
[Tooltip("How fast the player moves when running.")]
[SerializeField]
private float movementRunSpeed = 11.0f;
[Tooltip("If true, diagonal speed (when strafing + moving forward or back) can't exceed normal move speed; otherwise it's about 1.4 times faster.")]
[SerializeField]
public bool movementLimitDiagonalSpeed = true;
[Tooltip("If checked, the run key toggles between running and walking. Otherwise player runs if the key is held down.")]
[SerializeField]
private bool movementToggleRun = false;
[Tooltip("How high the player jumps when hitting the jump button.")]
[SerializeField]
private float movementJumpSpeed = 8.0f;
[Tooltip("How fast the player falls when not standing on anything.")]
[SerializeField]
private float movementGravity = 20.0f;
[Tooltip("Units that player can fall before a falling function is run. To disable, type \"infinity\" in the inspector.")]
[SerializeField]
private float movementFallingThreshold = 10.0f;
[Tooltip("If the player ends up on a slope which is at least the Slope Limit as set on the character controller, then he will slide down.")]
[SerializeField]
private bool movementSlideWhenOverSlopeLimit = false;
[Tooltip("If checked and the player is on an object tagged \"Slide\", he will slide down it regardless of the slope limit.")]
[SerializeField]
private bool movementSlideOnTaggedObjects = false;
[Tooltip("How fast the player slides when on slopes as defined above.")]
[SerializeField]
private float movementSlideSpeed = 12.0f;
[Tooltip("If checked, then the player can change direction while in the air.")]
[SerializeField]
private bool movementAirControl = false;
[Tooltip("Small amounts of this results in bumping when walking down slopes, but large amounts results in falling too fast.")]
[SerializeField]
private float movementAntiBumpFactor = .75f;
[Tooltip("Player must be grounded for at least this many physics frames before being able to jump again; set to 0 to allow bunny hopping.")]
[SerializeField]
private int movementAntiBunnyHopFactor = 1;
private Vector3 movementMoveDirection = Vector3.zero;
private bool movementGrounded = false;
private CharacterController movementController;
private Transform movementTransform;
private float movementSpeed;
private RaycastHit movementHit;
private float movementFallStartLevel;
private bool movementFalling;
private float movementSlideLimit;
private float movementRayDistance;
private Vector3 movementContactPoint;
private bool movementPlayerControl = false;
private int movementJumpTimer;
private void Start()
{
// Saving component references to improve performance.
movementTransform = GetComponent<Transform>();
movementController = GetComponent<CharacterController>();
// Setting initial values.
movementSpeed = movementWalkSpeed;
movementRayDistance = movementController.height * .5f + movementController.radius;
movementSlideLimit = movementController.slopeLimit - .1f;
movementJumpTimer = movementAntiBunnyHopFactor;
}
private void Update()
{
// If the run button is set to toggle, then switch between walk/run speed. (We use Update for this...
// FixedUpdate is a poor place to use GetButtonDown, since it doesn't necessarily run every frame and can miss the event)
if (movementToggleRun && movementGrounded && Input.GetButtonDown("Run"))
{
movementSpeed = (movementSpeed == movementWalkSpeed ? movementRunSpeed : movementWalkSpeed);
}
}
private void FixedUpdate()
{
float inputX = Input.GetAxis("Horizontal");
float inputY = Input.GetAxis("Vertical");
// If both horizontal and vertical are used simultaneously, limit speed (if allowed), so the total doesn't exceed normal move speed
float inputModifyFactor = (inputX != 0.0f && inputY != 0.0f && movementLimitDiagonalSpeed) ? .7071f : 1.0f;
if (movementGrounded)
{
bool sliding = false;
// See if surface immediately below should be slid down. We use this normally rather than a ControllerColliderHit point,
// because that interferes with step climbing amongst other annoyances
if (Physics.Raycast(movementTransform.position, -Vector3.up, out movementHit, movementRayDistance))
{
if (Vector3.Angle(movementHit.normal, Vector3.up) > movementSlideLimit)
{
sliding = true;
}
}
// However, just raycasting straight down from the center can fail when on steep slopes
// So if the above raycast didn't catch anything, raycast down from the stored ControllerColliderHit point instead
else
{
Physics.Raycast(movementContactPoint + Vector3.up, -Vector3.up, out movementHit);
if (Vector3.Angle(movementHit.normal, Vector3.up) > movementSlideLimit)
{
sliding = true;
}
}
// If we were falling, and we fell a vertical distance greater than the threshold, run a falling damage routine
if (movementFalling)
{
movementFalling = false;
if (movementTransform.position.y < movementFallStartLevel - movementFallingThreshold)
{
OnFell(movementFallStartLevel - movementTransform.position.y);
}
}
// If running isn't on a toggle, then use the appropriate speed depending on whether the run button is down
if (!movementToggleRun)
{
movementSpeed = Input.GetKey(KeyCode.LeftShift) ? movementRunSpeed : movementWalkSpeed;
}
// If sliding (and it's allowed), or if we're on an object tagged "Slide", get a vector pointing down the slope we're on
if ((sliding && movementSlideWhenOverSlopeLimit) || (movementSlideOnTaggedObjects && movementHit.collider.tag == "Slide"))
{
Vector3 hitNormal = movementHit.normal;
movementMoveDirection = new Vector3(hitNormal.x, -hitNormal.y, hitNormal.z);
Vector3.OrthoNormalize(ref hitNormal, ref movementMoveDirection);
movementMoveDirection *= movementSlideSpeed;
movementPlayerControl = false;
}
// Otherwise recalculate moveDirection directly from axes, adding a bit of -y to avoid bumping down inclines
else
{
movementMoveDirection = new Vector3(inputX * inputModifyFactor, -movementAntiBumpFactor, inputY * inputModifyFactor);
movementMoveDirection = movementTransform.TransformDirection(movementMoveDirection) * movementSpeed;
movementPlayerControl = true;
}
// Jump! But only if the jump button has been released and player has been grounded for a given number of frames
if (!Input.GetButton("Jump"))
{
movementJumpTimer++;
}
else if (movementJumpTimer >= movementAntiBunnyHopFactor)
{
movementMoveDirection.y = movementJumpSpeed;
movementJumpTimer = 0;
}
}
else
{
// If we stepped over a cliff or something, set the height at which we started falling
if (!movementFalling)
{
movementFalling = true;
movementFallStartLevel = movementTransform.position.y;
}
// If air control is allowed, check movement but don't touch the y component
if (movementAirControl && movementPlayerControl)
{
movementMoveDirection.x = inputX * movementSpeed * inputModifyFactor;
movementMoveDirection.z = inputY * movementSpeed * inputModifyFactor;
movementMoveDirection = movementTransform.TransformDirection(movementMoveDirection);
}
}
// Apply gravity
movementMoveDirection.y -= movementGravity * Time.deltaTime;
// Move the controller, and set grounded true or false depending on whether we're standing on something
movementGrounded = (movementController.Move(movementMoveDirection * Time.deltaTime) & CollisionFlags.Below) != 0;
}
// Store point that we're in contact with for use in FixedUpdate if needed
private void OnControllerColliderHit(ControllerColliderHit hit)
{
movementContactPoint = hit.point;
}
// This is the place to apply things like fall damage. You can give the player hitpoints and remove some
// of them based on the distance fallen, play sound effects, etc.
private void OnFell(float fallDistance)
{
print("Ouch! Fell " + fallDistance + " units!");
}
}
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