Files
real-shooter/Assets/Scripts/Character/scr_CharacterController.cs
2022-05-05 23:48:35 +07:00

342 lines
10 KiB
C#
Executable File

using System;
using System.Collections;
using System.Collections.Generic;
using System.Media;
using Unity.Barracuda;
using UnityEngine;
using UnityEngine.InputSystem;
using static scr_Models;
public class scr_CharacterController : MonoBehaviour
{
private CharacterController characterController;
private DefaultInput defaultInput;
[HideInInspector]
public 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;
[HideInInspector]
public bool isSprinting;
private Vector3 newMovementSpeed;
private Vector3 newMovementSpeedVelocity;
[Header("Weapon")]
public scr_WeaponController currentWeapon;
public float weaponAnimationSpeed;
public float damage = 10f;
public float range = 100f;
public Camera fpsCam;
public ParticleSystem muzzleFlash;
public GameObject impactEffect;
public AudioClip aftergunSound;
public AudioSource gunSound;
public int count_of_bullets = 120;
public int count_of_bullets_gun = 30;
private int current_count_of_bullets_gun = 30;
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);
}
}
void PlayShootingSound()
{
gunSound.PlayOneShot(gunSound.clip);
gunSound.PlayOneShot(aftergunSound);
}
private void Update()
{
if (Input.GetKeyDown("r"))
{
Debug.Log("Reload");
int difference = 0;
if (count_of_bullets_gun == current_count_of_bullets_gun)
return;
if (current_count_of_bullets_gun < count_of_bullets_gun)
{
difference = count_of_bullets_gun - current_count_of_bullets_gun;
if (count_of_bullets > difference)
{
current_count_of_bullets_gun = count_of_bullets_gun;
count_of_bullets -= count_of_bullets_gun;
}
else
{
current_count_of_bullets_gun = count_of_bullets;
count_of_bullets = 0;
}
}
}
if (Input.GetButtonDown("Fire1") && current_count_of_bullets_gun > 0)
{
PlayShootingSound();
Shoot();
Debug.Log(current_count_of_bullets_gun);
current_count_of_bullets_gun -= 5;
}
CalculateView();
CalculateMovement();
CalculateJump();
CalculateCameraHeight();
}
void Shoot()
{
muzzleFlash.Play();
RaycastHit hit;
if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))
{
Debug.Log(hit.transform.name);
Target target = hit.transform.GetComponent<Target>();
if (target != null)
{
target.TakeDamage(damage);
}
Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal));
}
}
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;
}
weaponAnimationSpeed = characterController.velocity.magnitude / (playerSettings.WalkingForwardSpeed * playerSettings.SpeedEffector);
if (weaponAnimationSpeed > 1)
{
weaponAnimationSpeed = 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;
}
}
}