217 lines
5.8 KiB
C#
217 lines
5.8 KiB
C#
using TMPro;
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class PlayerMovement : MonoBehaviour
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{
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public InputActionAsset InputActions;
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private InputAction m_moveAction;
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private InputAction m_lookAction;
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private InputAction m_jumpAction;
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private InputAction m_throwAction;
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private InputAction m_pickupAction;
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private Vector2 m_moveAmt;
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private Vector2 m_lookAmt;
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private Rigidbody m_rigidbody;
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[Header("Camera/Head")]
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public Transform CameraTransform;
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public float MaxLookAngle = 90f;
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private float m_verticalRotation = 0f;
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public float WalkSpeed = 10;
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public float RotateSpeed = 5;
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public float JumpForce = 5;
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public Transform GroundCheck;
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public float GroundCheckRadius = 0.2f;
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public Animator animator;
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[Header("Head Settings")]
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public Transform Head;
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public float ThrowForce = 10f;
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public float PickupDistance = 3f;
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private bool m_isHeadThrown = false;
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private Rigidbody m_headRigidbody;
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private Vector3 m_headInitialLocalPos;
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private Quaternion m_headInitialLocalRot;
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private void Awake()
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{
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var map = InputActions.FindActionMap("Player");
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m_moveAction = map.FindAction("Move");
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m_lookAction = map.FindAction("Look");
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m_jumpAction = map.FindAction("Jump");
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// Support both old and new action names without breaking the scene setup.
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m_throwAction = map.FindAction("Throw") ?? map.FindAction("Attack");
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m_pickupAction = map.FindAction("Pickup") ?? map.FindAction("Interact");
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m_rigidbody = GetComponent<Rigidbody>();
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animator = GetComponent<Animator>();
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}
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private void OnEnable()
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{
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InputActions.FindActionMap("Player").Enable();
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}
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private void OnDisable()
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{
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InputActions.FindActionMap("Player").Disable();
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}
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void Start()
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{
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Cursor.lockState = CursorLockMode.Locked;
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m_headInitialLocalPos = Head.localPosition;
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m_headInitialLocalRot = Head.localRotation;
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}
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private void Update()
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{
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m_moveAmt = m_moveAction != null ? m_moveAction.ReadValue<Vector2>() : Vector2.zero;
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m_lookAmt = m_lookAction != null ? m_lookAction.ReadValue<Vector2>() : Vector2.zero;
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if (m_jumpAction != null && m_jumpAction.WasPressedThisFrame())
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{
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Jump();
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}
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if (m_throwAction != null && m_throwAction.WasPressedThisFrame())
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{
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ThrowHead();
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}
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if (m_pickupAction != null && (m_pickupAction.WasPressedThisFrame() || m_pickupAction.WasPerformedThisFrame()))
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{
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TryPickupHead();
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}
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}
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private void FixedUpdate()
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{
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Walking();
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Rotating();
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}
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private void Walking()
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{
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Vector3 move =
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transform.forward * m_moveAmt.y +
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transform.right * m_moveAmt.x;
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m_rigidbody.MovePosition(
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m_rigidbody.position + move * WalkSpeed * Time.deltaTime
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);
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bool isMoving = m_moveAmt.magnitude > 0.1f;
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animator.SetBool("isWalking", isMoving);
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}
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private void Rotating()
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{
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if (m_lookAmt.magnitude <= 0.01f)
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return;
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if (!m_isHeadThrown)
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{
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// NORMAL BODY ROTATION
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float horizontalRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
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Quaternion deltaRotation = Quaternion.Euler(0, horizontalRotation, 0);
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m_rigidbody.MoveRotation(m_rigidbody.rotation * deltaRotation);
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if (CameraTransform != null)
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{
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m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
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m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
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CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
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}
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}
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else
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{
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// HEAD ROTATION ON GROUND
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float headRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
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Head.Rotate(0, headRotation, 0);
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// Add vertical camera rotation when head is on ground
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if (CameraTransform != null)
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{
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m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
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m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
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CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
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}
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}
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}
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public void Jump()
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{
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if (Physics.CheckSphere(GroundCheck.position, GroundCheckRadius, LayerMask.GetMask("Ground"))) {
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m_rigidbody.AddForce(Vector3.up * JumpForce, ForceMode.Impulse);
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}
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}
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private void ThrowHead()
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{
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if (m_isHeadThrown)
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return;
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animator.SetTrigger("Throw");
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m_isHeadThrown = true;
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Head.SetParent(null);
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m_headRigidbody = Head.gameObject.AddComponent<Rigidbody>();
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m_headRigidbody.mass = 1f;
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m_headRigidbody.constraints =
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RigidbodyConstraints.FreezeRotationX |
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RigidbodyConstraints.FreezeRotationZ;
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m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
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}
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private void TryPickupHead()
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{
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if (!m_isHeadThrown)
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return;
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float distance = Vector3.Distance(transform.position, Head.position);
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if (distance <= PickupDistance)
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{
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PickupHead();
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}
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}
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private void PickupHead()
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{
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m_isHeadThrown = false;
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// Remove Rigidbody
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if (m_headRigidbody != null)
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{
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Destroy(m_headRigidbody);
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}
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// Reattach to player
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Head.SetParent(transform);
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// Reset position & rotation
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Head.localPosition = m_headInitialLocalPos;
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Head.localRotation = m_headInitialLocalRot;
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}
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}
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