Merge branch 'krazerleo/core/1' into enikeev/dev/2

This commit is contained in:
Enikeevtimur
2022-05-10 01:03:12 +07:00
176 changed files with 10280 additions and 7411 deletions

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using UnityEngine;
public class scr_CharacterController : MonoBehaviour
{
private CharacterController characterController;
private DefaultInput defaultInput;
private Vector2 input_Movement;
[HideInInspector]
public Vector2 input_View;
private Vector3 newCameraRotation;
private Vector3 newCharacterRotation;
[Header("References")]
public Transform cameraHolder;
public Transform feetTransform;
[Header("Settings")]
public PlayerSettingsModel playerSettings;
public float ViewClampYMin = -70;
public float ViewClampYMax = 80;
public LayerMask playerMask;
[Header("Gravity")]
public float gravityAmount;
public float gravityMin;
private float playerGravity;
public Vector3 jumpingForce;
private Vector3 jumpingForceVelocity;
[Header("Stance")]
public PlayerStance playerStance;
public float playerStanceSmoothing;
public CharacterStance playerStandStance;
public CharacterStance playerCrouchStance;
public CharacterStance playerProneStance;
private float stanceCheckErrorMargin = 0.05f;
private float cameraHeight;
private float cameraHeightVelocity;
private bool isSprinting;
private Vector3 newMovementSpeed;
private Vector3 newMovementSpeedVelocity;
[Header("Weapon")]
public scr_WeaponController currentWeapon;
private void Awake()
{
defaultInput = new DefaultInput();
defaultInput.Character.Movement.performed += e => input_Movement = e.ReadValue<Vector2>();
defaultInput.Character.View.performed += e => input_View = e.ReadValue<Vector2>();
defaultInput.Character.Jump.performed += e => Jump();
defaultInput.Character.Crouch.performed += e => Crouch();
defaultInput.Character.Prone.performed += e => Prone();
defaultInput.Character.Sprint.performed += e => ToggleSprint();
defaultInput.Character.SprintReleased.performed += e => StopSprint();
defaultInput.Enable();
newCameraRotation = cameraHolder.localRotation.eulerAngles;
newCharacterRotation = transform.localRotation.eulerAngles;
characterController = GetComponent<CharacterController>();
cameraHeight = cameraHolder.localPosition.y;
if (currentWeapon)
{
currentWeapon.Initialise(this);
}
}
private void Update()
{
CalculateView();
CalculateMovement();
CalculateJump();
CalculateCameraHeight();
}
private void CalculateView()
{
newCharacterRotation.y += playerSettings.ViewXSensetivity * (playerSettings.ViewXInverted ? -input_View.x : input_View.x) * Time.deltaTime;
transform.localRotation = Quaternion.Euler(newCharacterRotation);
newCameraRotation.x += playerSettings.ViewYSensetivity * (playerSettings.ViewYInverted ? input_View.y : -input_View.y) * Time.deltaTime;
newCameraRotation.x = Mathf.Clamp(newCameraRotation.x, ViewClampYMin, ViewClampYMax);
cameraHolder.localRotation = Quaternion.Euler(newCameraRotation);
}
private void CalculateMovement()
{
if (input_Movement.y <= 0.2f)
{
isSprinting = false;
}
var verticalSpeed = playerSettings.WalkingForwardSpeed;
var horizontalSpeed = playerSettings.WalkingStrafeSpeed;
if (isSprinting)
{
verticalSpeed = playerSettings.RunningForwardSpeed;
horizontalSpeed = playerSettings.RunningStrafeSpeed;
}
// Effectors
if (!characterController.isGrounded)
{
playerSettings.SpeedEffector = playerSettings.FallingSpeedEffector;
}
else if (playerStance == PlayerStance.Crouch)
{
playerSettings.SpeedEffector = playerSettings.CrouchSpeedEffector;
}
else if (playerStance == PlayerStance.Prone)
{
playerSettings.SpeedEffector = playerSettings.ProneSpeedEffector;
}
else
{
playerSettings.SpeedEffector = 1;
}
verticalSpeed *= playerSettings.SpeedEffector;
horizontalSpeed *= playerSettings.SpeedEffector;
newMovementSpeed = Vector3.SmoothDamp(newMovementSpeed,
new Vector3(horizontalSpeed * input_Movement.x * Time.deltaTime,
0, verticalSpeed * input_Movement.y * Time.deltaTime),
ref newMovementSpeedVelocity, characterController.isGrounded ? playerSettings.MovementSmoothing : playerSettings.FallingSmoothing);
var MovementSpeed = transform.TransformDirection(newMovementSpeed);
if (playerGravity > gravityMin)
{
playerGravity -= gravityAmount * Time.deltaTime;
}
if (playerGravity < -0.1f && characterController.isGrounded)
{
playerGravity = -0.1f;
}
MovementSpeed.y += playerGravity;
MovementSpeed += jumpingForce * Time.deltaTime;
characterController.Move(MovementSpeed);
}
private void CalculateJump()
{
jumpingForce = Vector3.SmoothDamp(jumpingForce, Vector3.zero, ref jumpingForceVelocity, playerSettings.JumpingFalloff);
}
private void CalculateCameraHeight()
{
var stanceHeight = playerStandStance.CameraHeight;
if (playerStance == PlayerStance.Crouch)
{
stanceHeight = playerCrouchStance.CameraHeight;
}
else if (playerStance == PlayerStance.Prone)
{
stanceHeight = playerProneStance.CameraHeight;
}
cameraHeight = Mathf.SmoothDamp(cameraHolder.localPosition.y, stanceHeight, ref cameraHeightVelocity, playerStanceSmoothing);
cameraHolder.localPosition = new Vector3(cameraHolder.localPosition.x, cameraHeight, cameraHolder.localPosition.z);
}
private void Jump()
{
if (!characterController.isGrounded || playerStance == PlayerStance.Prone)
{
return;
}
if (playerStance == PlayerStance.Crouch)
{
if (StanceCheck(playerStandStance.StanceCollider.height))
{
return;
}
playerStance = PlayerStance.Stand;
return;
}
// Jump
jumpingForce = Vector3.up * playerSettings.JumpingHeight;
playerGravity = 0;
}
private void Crouch()
{
if (playerStance == PlayerStance.Crouch)
{
if (StanceCheck(playerStandStance.StanceCollider.height))
{
return;
}
playerStance = PlayerStance.Stand;
return;
}
if (StanceCheck(playerCrouchStance.StanceCollider.height))
{
return;
}
playerStance = PlayerStance.Crouch;
}
private void Prone()
{
playerStance = PlayerStance.Prone;
}
private bool StanceCheck(float stanceCheckheight)
{
var start = new Vector3(feetTransform.position.x, feetTransform.position.y + characterController.radius + stanceCheckErrorMargin, feetTransform.position.z);
var end = new Vector3(feetTransform.position.x, feetTransform.position.y - characterController.radius - stanceCheckErrorMargin + stanceCheckheight, feetTransform.position.z);
return Physics.CheckCapsule(start, end, characterController.radius, playerMask);
}
private void ToggleSprint()
{
if (input_Movement.y <= 0.2f)
{
isSprinting = false;
return;
}
isSprinting = !isSprinting;
}
private void StopSprint()
{
if (playerSettings.SprintingHold)
{
isSprinting = false;
}
}
}

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using System;
using UnityEngine;
public enum PlayerStance
{
Stand,
Crouch,
Prone
}
[Serializable]
public class PlayerSettingsModel
{
[Header("View Settings")]
public float ViewXSensetivity;
public float ViewYSensetivity;
public bool ViewXInverted;
public bool ViewYInverted;
[Header("Movement Settings")]
public bool SprintingHold;
public float MovementSmoothing;
[Header("Movement - Running")]
public float RunningForwardSpeed;
public float RunningStrafeSpeed;
[Header("Movement - Walking")]
public float WalkingForwardSpeed;
public float WalkingBackwardSpeed;
public float WalkingStrafeSpeed;
[Header("Jumping")]
public float JumpingHeight;
public float JumpingFalloff;
public float FallingSmoothing;
[Header("Speed Effectors")]
public float SpeedEffector = 1;
public float CrouchSpeedEffector;
public float ProneSpeedEffector;
public float FallingSpeedEffector;
}
[Serializable]
public class CharacterStance
{
public float CameraHeight;
public CapsuleCollider StanceCollider;
}
[Serializable]
public class WeaponSettingsModel
{
[Header("Sway")]
public float SwayAmount;
public bool SwayYInverted;
public bool SwayXInverted;
public float SwaySmoothing;
public float SwayResetSmoothing;
public float SwayClampX;
public float SwayClampY;
}

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