to new git

This commit is contained in:
2022-05-04 23:50:07 +07:00
parent 290f5515b7
commit c8af0e5284
39 changed files with 720 additions and 359 deletions

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@ -7,12 +7,6 @@ public class Character
public Character()
{
Debug.Log("init");
Condition = new CharacterCondition();
}
}
public interface ICharacter
{
Character GetCharacter { get; }
}

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@ -9,17 +9,17 @@ public class CharacterCondition
public event Action<int> OnChangeAmmunitionEvent;
private int health;
public int HealthPoints
{
get
{
return health;
}
public int HealthPoints
{
get
{
return health;
}
private set
{
health = value;
OnChangeHealthEvent?.Invoke(value);
}
}
}
public int GetHealthPointsInQuantile()
@ -30,7 +30,7 @@ public class CharacterCondition
return 1;
else if (health < 75)
return 2;
else return 3;
else return 3;
}
private int armour;
public int ArmourPoints
@ -45,6 +45,17 @@ public class CharacterCondition
OnChangeArmourEvent?.Invoke(value);
}
}
public int GetArmourPointsInQuantile()
{
if (armour < 25)
return 0;
else if (armour < 50)
return 1;
else if (armour < 75)
return 2;
else return 3;
}
private int ammo;
public int Ammunition
{
@ -60,6 +71,11 @@ public class CharacterCondition
}
public CharacterCondition()
{
this.Reset();
}
public void Reset()
{
var settings = SettingsReader.Instance.GetSettings;
ammo = settings.MaxAmmo;

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@ -0,0 +1,8 @@
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folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,5 @@
public interface ICharacter
{
Character GetCharacter { get; }
void ResetCharacter();
}

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@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@ -0,0 +1,17 @@
using UnityEngine;
public interface INpcBaseState
{
NpcEnumState State { get; }
bool InCover { get; }
bool IsRunning { get; }
bool InDirectPoint { get; }
float HitChance { get; }
float DoDamageChance { get; }
}
public interface INpcBaseBodyState
{
NpcBodyState State { get; }
Vector3 GetPointToHit(GameObject go);
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
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@ -1,24 +1,32 @@
using System.Linq;
using System.Collections.Generic;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.AI;
using System.Threading.Tasks;
[RequireComponent(typeof(NavMeshAgent))]
public class MovementController : MonoBehaviour
{
public NavPoint CurrentNavPoint { get; set; }
public int PointStartID { get; set; }
public int PointEndID { get; private set; }
public float FlagDistance { get; private set; }
private GameObject flag;
private const float updateFlagPositionDelay = 5;
[SerializeField] private NavMeshAgent navMeshAgent;
private const float updateFlagPositionDelay = 5;
private const float updateReachedDestinationDelay = 5;
private void Start()
[SerializeField] private NavMeshAgent navMeshAgent;
[SerializeField] private GameObject flag;
public float DistanceToGo { get; private set; }
public float RemainingDistance => navMeshAgent.remainingDistance;
private Dictionary<int, NavPoint> idNavPointDict;
private void Awake()
{
navMeshAgent.speed = SettingsReader.Instance.GetSettings.MovementSpeed;
idNavPointDict = MapManager.IDToNavPoint;
InvokeRepeating(nameof(UpdateFlagPosition), 0, updateFlagPositionDelay);
InvokeRepeating(nameof(ReachedDestination), 0, updateReachedDestinationDelay);
}
private void OnDestroy()
{
CancelInvoke(nameof(UpdateFlagPosition));
@ -30,18 +38,46 @@ public class MovementController : MonoBehaviour
}
public void MoveToRandomPoint()
{
Debug.Log(MapManager.navPoints == null);
goToNextNavPoint(MapManager.navPoints[Random.Range(0, MapManager.navPoints.Count)]);
{
Debug.Log(MapManager.NavPoints == null);
GoToNextNavPoint(MapManager.NavPoints[Random.Range(0, MapManager.NavPoints.Count)]);
}
public List<NavPoint> getPointsCandidate()
public List<NavPoint> GetPointsCandidate()
{
return MapManager.navPoints
.Where(point => (CurrentNavPoint.position - point.position).magnitude < SettingsReader.Instance.GetSettings.MovementSpeed)
return MapManager.NavPoints
.Where(point =>
(idNavPointDict[PointStartID].Position - point.Position).magnitude < SettingsReader.Instance.GetSettings.MovementDistance)
.ToList();
}
public void goToNextNavPoint(NavPoint destination) =>
navMeshAgent.SetDestination(destination.position);
public void GoToNextNavPoint(NavPoint destination)
{
if (navMeshAgent.isStopped == true) navMeshAgent.isStopped = false;
PointStartID = PointEndID;
PointEndID = destination.PointId;
navMeshAgent.SetDestination(destination.Position);
DistanceToGo = navMeshAgent.remainingDistance;
}
public void ReturnToStartPoint()
{
if (navMeshAgent.isStopped == true) navMeshAgent.isStopped = false;
navMeshAgent.SetDestination(idNavPointDict[PointStartID].Position);
PointEndID = PointStartID;
PointStartID = -1;
}
public void StopOnPath()
{
navMeshAgent.isStopped = true;
PointStartID = -1;
PointEndID = -1;
}
public void ReachedDestination()
{
if ((navMeshAgent.isStopped == false) && (navMeshAgent.velocity.magnitude < 0.1))
PointStartID = PointEndID;
}
}

View File

@ -1,108 +1,170 @@
using System;
using UnityEngine;
using System.Collections.Generic;
using Unity.MLAgents;
using Unity.MLAgents.Sensors;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
using UnityEngine;
[RequireComponent(typeof(MovementController))]
[RequireComponent(typeof(MovementController),typeof(BufferSensor))]
public class NPC : Agent, ICharacter
{
[HideInInspector]
public Character AgentCharacter;
private Character AgentCharacter;
public CharacterCondition Condition;
private FlagZone flagZone;
private FlagZone flagZone = null;
public NPC_BaseState NPC_State { get; private set; }
public INpcBaseState NpcState { get; private set; }
public INpcBaseBodyState NpcBodyState { get; private set; }
public Character GetCharacter => AgentCharacter;
private NPC_DirectPointState DirectState;
private NPC_InCoverState CoverState;
private NPC_RunningState RunningState;
private NpcDirectPointState DirectState;
private NpcInCoverState CoverState;
private NpcRunningState RunningState;
private NpcStandingState StandingState;
private NpcCrouchingState CrouchingState;
private MovementController moveController;
private BufferSensorComponent bufferSensor;
private Dictionary<int, NavPoint> navPointIdDict;
#region UnityEvents and ML
private void Awake()
{
DirectState = new NPC_DirectPointState();
CoverState = new NPC_InCoverState();
RunningState = new NPC_RunningState();
NPC_State = DirectState;
DirectState = new NpcDirectPointState();
CoverState = new NpcInCoverState();
RunningState = new NpcRunningState();
NpcState = DirectState;
CrouchingState = new NpcCrouchingState();
StandingState = new NpcStandingState();
NpcBodyState = StandingState;
AgentCharacter = new Character();
Condition = AgentCharacter.Condition;
moveController = gameObject.GetComponent<MovementController>();
bufferSensor = gameObject.GetComponent<BufferSensorComponent>();
}
public void ResetCharacter()
flagZone = GameObject.FindObjectOfType<FlagZone>();
if (flagZone == null)
Debug.LogError("Flag Is Not Setted");
navPointIdDict = MapManager.IDToNavPoint;
if (navPointIdDict is null)
Debug.LogError("Cant Find Nav Point Dictionary");
}
private void OnDestroy()
{
Condition = new CharacterCondition();
EndEpisode();
Debug.LogWarning("Pooled object was destroyed");
}
public override void OnEpisodeBegin()
{
NPC_State = DirectState;
{
NpcState = DirectState;
flagZone = GameObject.FindObjectOfType<FlagZone>();
}
public override void CollectObservations(VectorSensor sensor)
{
var candidates = moveController.getPointsCandidate();
var candidates = moveController.GetPointsCandidate();
sensor.AddObservation(Condition.HealthPoints);
sensor.AddObservation(Condition.ArmourPoints);
sensor.AddObservation(Condition.Ammunition);
sensor.AddObservation((int)NPC_State.State);
sensor.AddObservation((!flagZone.isNotOccup).ToInt());
//common sensors
sensor.AddObservation(GameManager.IsHaveSeenByEnemy(AgentCharacter.Team.GetOppositeTeam(),
NpcBodyState.GetPointToHit(gameObject)).ToInt());
sensor.AddObservation(AgentCharacter.LastTimeHit);
sensor.AddObservation((!flagZone.IsNotOccup).ToInt());
sensor.AddObservation(Condition.GetHealthPointsInQuantile());
sensor.AddObservation(Condition.GetArmourPointsInQuantile());
sensor.AddObservation(candidates.Count);
sensor.AddObservation(GameManager.IsEnemyNearby(gameObject.transform.position, AgentCharacter.Team));
sensor.AddObservation(moveController.PointStartID);
sensor.AddObservation(moveController.PointEndID);
//state sensors
sensor.AddObservation((int)NpcState.State);
sensor.AddObservation((int)NpcBodyState.State);
sensor.AddObservation(GameManager.IsEnemyNearby(gameObject.transform.position, AgentCharacter.Team));
sensor.AddObservation(navPointIdDict[moveController.PointStartID].DeathAttr);
sensor.AddObservation(navPointIdDict[moveController.PointEndID].DeathAttr);
sensor.AddObservation(moveController.FlagDistance);
//point sensors
foreach (var point in candidates)
{
Debug.Log((float)moveController.CurrentNavPoint.PointId);
bufferSensor.AppendObservation(new float[] {
//1 position in navpointId
(float)moveController.CurrentNavPoint.PointId,
//2 distance to flag
moveController.FlagDistance,
//3 death count in point
moveController.CurrentNavPoint.DeathAttr,
point.DeathAttr,
(int)point.navType,
//4 flagEnemyDistance
GameManager.IsCloserToFlagFromNextNavPoint(point, transform.position).ToInt(),
//5 EnemyVsNavPointDistance
GameManager.IsCloserToEnemyThanToNextNavPoint(point,transform.position, AgentCharacter.Team).ToInt()
});
}
}
public override void Heuristic(in ActionBuffers actionsOut)
{
var discreteActionsOut = actionsOut.DiscreteActions;
if (Input.GetKeyDown(KeyCode.W))
{
discreteActionsOut[0] = 1;
GameManager.IsCloserToEnemyThanToNextNavPoint(point,transform.position, AgentCharacter.Team.GetOppositeTeam()).ToInt(),
//6 Have been seen by enemy in this point
GameManager.IsHaveSeenByEnemy(AgentCharacter.Team.GetOppositeTeam(),
point.Position).ToInt()
});
}
}
public override void OnActionReceived(ActionBuffers actions)
{
if (actions.DiscreteActions[0] == 1)
var result = actions.DiscreteActions;
if (result[0] == 0)
{
moveController.MoveToRandomPoint();
NPC_State = RunningState;
if (navPointIdDict[moveController.PointStartID].navType != NavPointType.Cover)
return;
NpcState = CoverState;
switch (result[1])
{
case 0: Peek(); break;
case 1: Cover(); break;
case 3: Peek(); moveController.GoToNextNavPoint(navPointIdDict[result[2]]); break;
case 4: NpcState = DirectState; break;
default: throw new ArgumentException("Undefined Action recieved");
}
}
if (result[0] == 1)
{
if (navPointIdDict[moveController.PointStartID].navType != NavPointType.Direction)
return;
switch (result[1])
{
case 0: moveController.GoToNextNavPoint(navPointIdDict[result[2]]);
NpcState = RunningState; break;
case 1: NpcState = DirectState; break;
default: throw new ArgumentException("Undefined Action recieved");
}
}
if (result[0] == 2)
{
if (moveController.PointStartID == moveController.PointEndID && moveController.PointEndID != -1)
return;
switch (result[1])
{
case 0: moveController.StopOnPath(); NpcState = DirectState; break;
case 1: moveController.ReturnToStartPoint(); NpcState = RunningState; break;
default: throw new ArgumentException("Undefined Action recieved");
}
}
}
#endregion
public event Action<object> OnKilledEvent;
public event Action<NpcBodyState> OnChangePosition;
private void Peek()
{
OnChangePosition?.Invoke(global::NpcBodyState.Standing);
NpcBodyState = StandingState;
}
private void Cover()
{
OnChangePosition?.Invoke(global::NpcBodyState.Crouching);
NpcBodyState = CrouchingState;
}
public event Action<int, Team> OnDamageRecieved;
public void GetDamage(float damage)
{
AgentCharacter.LastTimeHit = TimeManager.Instance.CurrentTime;
@ -111,13 +173,17 @@ public class NPC : Agent, ICharacter
if (Condition.HealthPoints < 0)
{
OnKilledEvent?.Invoke(this);
moveController.CurrentNavPoint.DeathAttr += 1;
MapManager.AddDeathAttributeToPoints(moveController.PointStartID, moveController.PointEndID,
moveController.DistanceToGo, moveController.RemainingDistance);
var pos = gameObject.transform.position;
var id = moveController.PointStartID;
CharacterFactory.Instance.ReSpawn(this, ref pos, ref id);
}
}
private void OnDestroy()
public void ResetCharacter()
{
Debug.LogWarning("Pooled object was destroyed");
Condition.Reset();
EndEpisode();
}
}

View File

@ -1,46 +0,0 @@
public enum NPC_EnumState
{
InCover,
InDirectPoint,
InRunning,
}
public interface NPC_BaseState
{
NPC_EnumState State { get; }
bool InCover { get; }
bool IsRunning { get; }
bool InDirectPoint { get; }
float HitChance { get; }
float DoDamageChance { get; }
}
public class NPC_DirectPointState : NPC_BaseState
{
public bool InCover => false;
public bool IsRunning => false;
public bool InDirectPoint => false;
public float HitChance => SettingsReader.Instance.GetSettings.GetHitChanceInDirectPoint;
public float DoDamageChance => SettingsReader.Instance.GetSettings.DoDamageChanceInDirectPoint;
public NPC_EnumState State => NPC_EnumState.InDirectPoint;
}
public class NPC_RunningState : NPC_BaseState
{
public bool InCover => false;
public bool IsRunning => true;
public bool InDirectPoint => false;
public float HitChance => SettingsReader.Instance.GetSettings.GetHitChanceInRunning;
public float DoDamageChance => SettingsReader.Instance.GetSettings.DoDamageChanceInRunning;
public NPC_EnumState State => NPC_EnumState.InRunning;
}
public class NPC_InCoverState : NPC_BaseState
{
public bool InCover => true;
public bool IsRunning => false;
public bool InDirectPoint => false;
public float HitChance => SettingsReader.Instance.GetSettings.GetHitChanceInCover;
public float DoDamageChance => SettingsReader.Instance.GetSettings.DoDamageChanceInCover;
public NPC_EnumState State => NPC_EnumState.InCover;
}

View File

@ -0,0 +1,68 @@
using UnityEngine;
public enum NpcEnumState
{
InCover,
InDirectPoint,
InRunning,
}
public enum NpcBodyState
{
Crouching,
Standing,
}
public class NpcCrouchingState : INpcBaseBodyState
{
public NpcBodyState State => NpcBodyState.Crouching;
public Vector3 GetPointToHit(GameObject go)
{
MeshRenderer meshRenderer;
go.TryGetComponent<MeshRenderer>(out meshRenderer);
return meshRenderer.bounds.center;
}
}
public class NpcStandingState : INpcBaseBodyState
{
public NpcBodyState State => NpcBodyState.Standing;
public Vector3 GetPointToHit(GameObject go)
{
MeshRenderer meshRenderer;
go.TryGetComponent<MeshRenderer>(out meshRenderer);
return meshRenderer.bounds.center;
}
}
public class NpcDirectPointState : INpcBaseState
{
public bool InCover => false;
public bool IsRunning => false;
public bool InDirectPoint => false;
public float HitChance => SettingsReader.Instance.GetSettings.GetHitChanceInDirectPoint;
public float DoDamageChance => SettingsReader.Instance.GetSettings.DoDamageChanceInDirectPoint;
public NpcEnumState State => NpcEnumState.InDirectPoint;
}
public class NpcRunningState : INpcBaseState
{
public bool InCover => false;
public bool IsRunning => true;
public bool InDirectPoint => false;
public float HitChance => SettingsReader.Instance.GetSettings.GetHitChanceInRunning;
public float DoDamageChance => SettingsReader.Instance.GetSettings.DoDamageChanceInRunning;
public NpcEnumState State => NpcEnumState.InRunning;
}
public class NpcInCoverState : INpcBaseState
{
public bool InCover => true;
public bool IsRunning => false;
public bool InDirectPoint => false;
public float HitChance => SettingsReader.Instance.GetSettings.GetHitChanceInCover;
public float DoDamageChance => SettingsReader.Instance.GetSettings.DoDamageChanceInCover;
public NpcEnumState State => NpcEnumState.InCover;
}

View File

@ -15,9 +15,9 @@ public class Player : MonoBehaviour, ICharacter
Condition = PlayerCharacter.Condition;
}
public void ResetCharacter()
private void OnDestroy()
{
Condition = new CharacterCondition();
Debug.LogWarning("Pooled object was destroyed");
}
public event Action<object> OnKilledEvent;
@ -27,12 +27,12 @@ public class Player : MonoBehaviour, ICharacter
Condition.GiveHealth(-Mathf.RoundToInt(damage * (1 - Condition.ArmourPoints * 0.5f)));
Condition.GiveArmour(-Mathf.RoundToInt(Mathf.Sqrt(damage) * 5));
if (Condition.HealthPoints < 0)
OnKilledEvent?.Invoke(this);
if (Condition.HealthPoints < 0)
OnKilledEvent?.Invoke(this);
}
private void OnDestroy()
public void ResetCharacter()
{
Debug.LogWarning("Pooled object was destroyed");
Condition = new CharacterCondition();
}
}

View File

@ -1,10 +1,6 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Barracuda;
using UnityEngine;
using UnityEngine;
using static scr_Models;
using static scr_Models;
public class scr_CharacterController : MonoBehaviour
{
@ -14,7 +10,7 @@ public class scr_CharacterController : MonoBehaviour
private Vector2 input_Movement;
[HideInInspector]
public Vector2 input_View;
private Vector3 newCameraRotation;
private Vector3 newCharacterRotation;
@ -22,14 +18,14 @@ public class scr_CharacterController : MonoBehaviour
public Transform cameraHolder;
public Transform feetTransform;
[Header("Settings")]
[Header("Settings")]
public PlayerSettingsModel playerSettings;
public float ViewClampYMin = -70;
public float ViewClampYMax = 80;
public LayerMask playerMask;
[Header("Gravity")]
[Header("Gravity")]
public float gravityAmount;
public float gravityMin;
private float playerGravity;
@ -37,14 +33,14 @@ public class scr_CharacterController : MonoBehaviour
public Vector3 jumpingForce;
private Vector3 jumpingForceVelocity;
[Header("Stance")]
[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;
@ -61,13 +57,13 @@ public class scr_CharacterController : MonoBehaviour
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;
@ -80,7 +76,7 @@ public class scr_CharacterController : MonoBehaviour
{
currentWeapon.Initialise(this);
}
}
private void Update()
@ -95,10 +91,10 @@ public class scr_CharacterController : MonoBehaviour
{
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);
}
@ -108,7 +104,7 @@ public class scr_CharacterController : MonoBehaviour
{
isSprinting = false;
}
var verticalSpeed = playerSettings.WalkingForwardSpeed;
var horizontalSpeed = playerSettings.WalkingStrafeSpeed;
@ -117,17 +113,17 @@ public class scr_CharacterController : MonoBehaviour
verticalSpeed = playerSettings.RunningForwardSpeed;
horizontalSpeed = playerSettings.RunningStrafeSpeed;
}
// Effectors
if (!characterController.isGrounded)
{
playerSettings.SpeedEffector = playerSettings.FallingSpeedEffector;
}
else if(playerStance == PlayerStance.Crouch)
else if (playerStance == PlayerStance.Crouch)
{
playerSettings.SpeedEffector = playerSettings.CrouchSpeedEffector;
}
else if(playerStance == PlayerStance.Prone)
}
else if (playerStance == PlayerStance.Prone)
{
playerSettings.SpeedEffector = playerSettings.ProneSpeedEffector;
}
@ -135,15 +131,15 @@ public class scr_CharacterController : MonoBehaviour
{
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)
@ -158,7 +154,7 @@ public class scr_CharacterController : MonoBehaviour
MovementSpeed.y += playerGravity;
MovementSpeed += jumpingForce * Time.deltaTime;
characterController.Move(MovementSpeed);
}
@ -179,7 +175,7 @@ public class scr_CharacterController : MonoBehaviour
{
stanceHeight = playerProneStance.CameraHeight;
}
cameraHeight = Mathf.SmoothDamp(cameraHolder.localPosition.y, stanceHeight, ref cameraHeightVelocity, playerStanceSmoothing);
cameraHolder.localPosition = new Vector3(cameraHolder.localPosition.x, cameraHeight, cameraHolder.localPosition.z);
@ -190,7 +186,7 @@ public class scr_CharacterController : MonoBehaviour
{
return;
}
if (playerStance == PlayerStance.Crouch)
{
if (StanceCheck(playerStandStance.StanceCollider.height))
@ -200,7 +196,7 @@ public class scr_CharacterController : MonoBehaviour
playerStance = PlayerStance.Stand;
return;
}
// Jump
jumpingForce = Vector3.up * playerSettings.JumpingHeight;
playerGravity = 0;
@ -233,8 +229,8 @@ public class scr_CharacterController : MonoBehaviour
{
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);
}
@ -247,7 +243,7 @@ public class scr_CharacterController : MonoBehaviour
}
isSprinting = !isSprinting;
}
private void StopSprint()
{
if (playerSettings.SprintingHold)
@ -255,5 +251,5 @@ public class scr_CharacterController : MonoBehaviour
isSprinting = false;
}
}
}

View File

@ -3,73 +3,73 @@ using UnityEngine;
public static class scr_Models
{
#region Player
public enum PlayerStance
{
Stand,
Crouch,
Prone
}
[Serializable]
public class PlayerSettingsModel
{
[Header("View Settings")]
public float ViewXSensetivity;
public float ViewYSensetivity;
#region Player
public bool ViewXInverted;
public bool ViewYInverted;
public enum PlayerStance
{
Stand,
Crouch,
Prone
}
[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;
[Serializable]
public class PlayerSettingsModel
{
[Header("View Settings")]
public float ViewXSensetivity;
public float ViewYSensetivity;
[Header("Jumping")]
public float JumpingHeight;
public float JumpingFalloff;
public float FallingSmoothing;
public bool ViewXInverted;
public bool ViewYInverted;
[Header("Speed Effectors")]
public float SpeedEffector = 1;
public float CrouchSpeedEffector;
public float ProneSpeedEffector;
public float FallingSpeedEffector;
}
[Header("Movement Settings")]
public bool SprintingHold;
public float MovementSmoothing;
[Serializable]
public class CharacterStance
{
public float CameraHeight;
public CapsuleCollider StanceCollider;
}
[Header("Movement - Running")]
public float RunningForwardSpeed;
public float RunningStrafeSpeed;
#endregion
[Header("Movement - Walking")]
public float WalkingForwardSpeed;
public float WalkingBackwardSpeed;
public float WalkingStrafeSpeed;
#region - Weapons -
[Header("Jumping")]
public float JumpingHeight;
public float JumpingFalloff;
public float FallingSmoothing;
[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;
}
[Header("Speed Effectors")]
public float SpeedEffector = 1;
public float CrouchSpeedEffector;
public float ProneSpeedEffector;
public float FallingSpeedEffector;
}
#endregion
[Serializable]
public class CharacterStance
{
public float CameraHeight;
public CapsuleCollider StanceCollider;
}
#endregion
#region - Weapons -
[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;
}
#endregion
}