Feature/character controller

This commit is contained in:
Cinder Foster-Smith 2021-02-15 18:09:32 +00:00 committed by Cat Flynn
parent 8388f7fd3e
commit 96860632ff
23 changed files with 1134 additions and 708 deletions

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View File

@ -9,8 +9,8 @@ public struct BufferedInput
{
_bufferTime = bufferTime;
_value = false;
_timeSincePress = 0f;
_timeSinceRelease = 0f;
_timeSincePress = Mathf.Infinity;
_timeSinceRelease = Mathf.Infinity;
}
private float _bufferTime;
@ -23,6 +23,9 @@ public struct BufferedInput
if ( newValue && !_value )
{
_timeSincePress = 0f;
}
else if ( !newValue && _value )
{
_timeSinceRelease = 0f;
}
@ -31,12 +34,8 @@ public struct BufferedInput
public void Update( float deltaTime )
{
if ( !_value )
{
_timeSinceRelease += deltaTime;
}
_timeSincePress += deltaTime;
_timeSinceRelease += deltaTime;
}
public bool GetValue()
@ -44,13 +43,28 @@ public struct BufferedInput
return _value || _timeSinceRelease <= _bufferTime;
}
public bool GetDown()
public bool GetRawValue()
{
return _value && _timeSincePress <= _bufferTime;
return _value;
}
public bool GetRelease()
public bool GetDown( bool consume = true )
{
return !_value && _timeSinceRelease < _bufferTime;
bool value = _timeSincePress <= _bufferTime;
if ( consume && value )
_timeSincePress = Mathf.Infinity;
return value;
}
public bool GetRelease( bool consume = true )
{
bool value = _timeSinceRelease <= _bufferTime;
if ( consume && value )
_timeSinceRelease = Mathf.Infinity;
return value;
}
}

View File

@ -1,28 +1,291 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Extensions;
using UnityEngine;
using NaughtyAttributes;
public class PlayerController : MonoBehaviour
{
[Header("Config")]
[SerializeField]
[Expandable]
private PlayerMovementSettings _movementSettings;
[Header("References")]
[SerializeField]
private PlayerInputHandler _inputHandler;
[SerializeField]
private Rigidbody _rigidbody;
private CharacterController _controller;
[SerializeField]
private PlayerPowers _powers;
[SerializeField]
private Transform _graphics;
[SerializeField]
private Renderer[] _renderers;
[Header( "Debug" )]
[SerializeField]
private Color _groundedColor;
[SerializeField]
private Color _jumpColor;
[SerializeField]
private Color _boostColor;
[SerializeField]
private Color _exhaustedColor;
[ShowNonSerializedField]
private Vector2 _surfVelocity;
[ShowNonSerializedField]
private Vector2 _overrideDelta;
[ShowNonSerializedField]
private float _lookAngle;
[ShowNonSerializedField]
private float _yVelocity;
[ShowNonSerializedField]
private bool _grounded;
[ShowNativeProperty]
private bool Still => Mathf.Approximately( _inputHandler?.InputState.Move.Value.sqrMagnitude ?? 0f, 0f );
[ShowNonSerializedField]
private float _boostTime;
[ShowNonSerializedField]
private float _fallTime;
public bool CanJump => _grounded || _fallTime < _movementSettings.CoyoteTime;
private const float PI = Mathf.PI;
private const float TAU = Mathf.PI * 2f;
private const float HALF_PI = Mathf.PI / 2f;
private enum JumpState
{
None,
Jump,
Boost,
Exhausted,
COUNT,
}
[ShowNonSerializedField]
private JumpState _jumpState;
private void Start()
{
}
private Color GetDebugColor()
{
switch ( _jumpState )
{
case JumpState.None:
return _groundedColor;
case JumpState.Jump:
return _jumpColor;
case JumpState.Boost:
return _boostColor;
case JumpState.Exhausted:
return _exhaustedColor;
}
return Color.red;
}
private float normaliseAngle( float angle )
{
while ( angle > PI )
{
angle -= TAU;
}
while ( angle < -PI )
{
angle += TAU;
}
return angle;
}
private void Land()
{
_powers.Blink.Reset();
_powers.Boost.Reset();
}
private void UpdateLook( float dt )
{
if ( _surfVelocity.sqrMagnitude > 0.01f )
{
float targetAngle = -Vector2.SignedAngle( Vector2.up, _surfVelocity.normalized ) * Mathf.Deg2Rad;
float delta = targetAngle - _lookAngle;
float ls = _movementSettings.LookSpeed * dt;
_lookAngle += Mathf.Clamp( normaliseAngle(delta), -ls, ls );
_lookAngle = normaliseAngle( _lookAngle );
}
}
private void UpdateBlink( float dt )
{
if ( _powers.Blink.CanConsume && _inputHandler.InputState.Blink.GetDown() )
{
_powers.Blink.Consume();
Vector2 blinkDirection = Vector2.up.Rotate( -_lookAngle );
_overrideDelta += blinkDirection * _movementSettings.BlinkDistance;
_surfVelocity += blinkDirection * _movementSettings.BlinkVelocity;
}
}
private void UpdateJump(float dt)
{
_fallTime = _grounded ? 0f : (_fallTime + dt);
switch ( _jumpState )
{
case JumpState.None:
if ( CanJump )
{
if ( _inputHandler.InputState.Jump.GetDown() )
{
_grounded = false;
_jumpState = JumpState.Jump;
_yVelocity = Mathf.Sqrt( 2f * _movementSettings.JumpHeight * _movementSettings.UpGravity );
// always make sure we can blink once per jump
_powers.Blink.Reset();
}
}
else
{
_jumpState = JumpState.Jump;
}
break;
case JumpState.Jump:
if ( _powers.Boost.CanConsume && _inputHandler.InputState.Jump.GetDown( consume: false ) )
{
_powers.Boost.Consume();
_boostTime = 0f;
_jumpState = JumpState.Boost;
if ( _yVelocity < _movementSettings.MinBoostVelocity )
{
_yVelocity = _movementSettings.MinBoostVelocity;
}
}
break;
case JumpState.Boost:
if ( _inputHandler.InputState.Jump.GetRawValue() )
{
_yVelocity += _movementSettings.BoostForce * dt;
_boostTime += dt;
if ( _boostTime > _movementSettings.BoostTime )
{
_jumpState = JumpState.Exhausted;
}
}
break;
default:
break;
}
}
private void UpdateGravity( float dt )
{
if ( _grounded )
{
_yVelocity = _movementSettings.GroundedYVelocity;
_jumpState = JumpState.None;
}
else
{
if ( _yVelocity > 0f && _jumpState == JumpState.Jump )
{
_yVelocity -= ( _movementSettings.UpGravity * dt );
}
else
{
_yVelocity -= ( _movementSettings.DownGravity * dt );
}
}
}
private void UpdateDrag( float dt )
{
Vector2 drag = -_surfVelocity;
float coefficient
= _grounded
? ( Still
? _movementSettings.StillDragCoefficient
: _movementSettings.DragCoefficient )
: ( _jumpState == JumpState.Boost
? _movementSettings.BoostDragCoefficient
: _movementSettings.AirDragCoefficient );
_surfVelocity += drag * (dt * coefficient);
}
private void UpdateMovement( float dt )
{
Vector2 moveVector = _inputHandler.InputState.Move.Value;
_surfVelocity += moveVector * (_movementSettings.BaseMovementForce * dt);
}
private void UpdateDebug()
{
Color debugColor = GetDebugColor();
for ( int i = 0; i < _renderers.Length; ++i )
{
_renderers[ i ].material.color = debugColor;
}
}
private void FixedUpdate()
{
Vector2 moveVector2 = _inputHandler.InputState.Move.Value;
Vector3 moveVector = new Vector3( moveVector2.x, 0f, moveVector2.y );
float dt = Time.fixedDeltaTime;
_overrideDelta = Vector2.zero;
if ( !_grounded && _controller.isGrounded )
{
Land();
}
_rigidbody.velocity = moveVector * _movementSettings.BaseMovementSpeed;
_grounded = _controller.isGrounded;
_powers.UpdatePowers( dt, _grounded );
UpdateJump( dt );
UpdateLook( dt );
UpdateBlink( dt );
UpdateGravity( dt );
UpdateDrag( dt );
UpdateMovement( dt );
UpdateDebug();
_controller.Move(
new Vector3(
_surfVelocity.x * dt + _overrideDelta.x,
_yVelocity * dt,
_surfVelocity.y * dt + _overrideDelta.y
)
);
_graphics.rotation = Quaternion.Euler( 0f, _lookAngle * Mathf.Rad2Deg, 0f );
}
}

View File

@ -9,13 +9,30 @@ public class PlayerInputHandler : MonoBehaviour
[SerializeField]
private PlayerInputSettings _inputSettings;
public struct PlayerInputState
public class PlayerInputState
{
public BufferedInput Jump;
public BufferedInput Blink;
public BufferedInput Use;
public CameraRelativeInput Move;
public Vector2 Look;
public float MoveRotation;
public PlayerInputState( float jumpBuffer, float blinkBuffer, float useBuffer )
{
Jump = new BufferedInput( jumpBuffer );
Blink = new BufferedInput( blinkBuffer );
Use = new BufferedInput( useBuffer );
Move = new CameraRelativeInput();
Look = Vector2.zero;
}
public void Update( float deltaTime )
{
Jump.Update(deltaTime);
Blink.Update(deltaTime);
Use.Update(deltaTime);
}
}
public PlayerInputState InputState => _state;
@ -24,20 +41,16 @@ public class PlayerInputHandler : MonoBehaviour
private void Awake()
{
_state = new PlayerInputState();
_state.Jump = new BufferedInput( _inputSettings.JumpBufferTime );
_state.Use = new BufferedInput( _inputSettings.UseBufferTime );
_state.Move = new CameraRelativeInput();
_state.Look = Vector2.zero;
_state = new PlayerInputState(
_inputSettings.JumpBufferTime,
_inputSettings.BlinkBufferTime,
_inputSettings.UseBufferTime
);
}
private void FixedUpdate()
{
float deltaTime = Time.fixedDeltaTime;
_state.Jump.Update( deltaTime );
_state.Use.Update( deltaTime );
_state.Update( Time.fixedDeltaTime );
}
public void SetCameraRotation( float angle )
@ -49,9 +62,12 @@ public class PlayerInputHandler : MonoBehaviour
public void Move( InputAction.CallbackContext context )
=> _state.Move.SetValue( context.ReadValue<Vector2>() );
public void Blink( InputAction.CallbackContext context )
=> _state.Blink.Set( context.ReadValueAsButton() );
public void Jump( InputAction.CallbackContext context )
=> _state.Jump.Set( context.ReadValue<float>() > 0.5f );
=> _state.Jump.Set( context.ReadValueAsButton() );
public void Use( InputAction.CallbackContext context )
=> _state.Use.Set( context.ReadValue<float>() > 0.5f );
=> _state.Use.Set( context.ReadValueAsButton() );
}

View File

@ -1,10 +1,20 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "PlayerInputSettings.asset", menuName = "KernelPanic/Player/InputSettings")]
public class PlayerInputSettings : ScriptableObject
{
public float JumpBufferTime;
public float UseBufferTime;
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "PlayerInputSettings.asset", menuName = "KernelPanic/Player/InputSettings")]
public class PlayerInputSettings : ScriptableObject
{
public float JumpBufferTime => _jumpBufferTime;
public float BlinkBufferTime => _blinkBufferTime;
public float UseBufferTime => _useBufferTime;
[SerializeField]
private float _jumpBufferTime;
[SerializeField]
private float _blinkBufferTime;
[SerializeField]
private float _useBufferTime;
}

View File

@ -1,9 +1,71 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
[CreateAssetMenu(fileName = "PlayerMovementSettings.asset", menuName = "KernelPanic/Player/MovementSettings")]
public class PlayerMovementSettings : ScriptableObject
{
public float BaseMovementSpeed;
public float UpGravity => _upGravity;
public float DownGravity => _downGravity;
public float GroundedYVelocity => _groundedYVelocity;
public float BaseMovementForce => _baseMovementForce;
public float JumpHeight => _jumpHeight;
public float CoyoteTime => _coyoteTime;
public float BoostForce => _boostForce;
public float BoostTime => _boostTime;
public float BlinkDistance => _blinkDistance;
public float BlinkVelocity => _blinkVelocity;
public float MinBoostVelocity => _minBoostVelocity;
public float DragCoefficient => _dragCoefficient;
public float BoostDragCoefficient => _boostDragCoefficient;
public float AirDragCoefficient => _airDragCoefficient;
public float StillDragCoefficient => _stillDragCoefficient;
public float LookSpeed => _lookSpeed;
[Header( "Look" )]
[SerializeField]
private float _lookSpeed;
[Header("Gravity")]
[SerializeField]
private float _upGravity;
[SerializeField]
private float _downGravity;
[SerializeField]
private float _groundedYVelocity;
[Header("Movement")]
[SerializeField]
private float _baseMovementForce;
[Header("Jump")]
[SerializeField]
private float _jumpHeight;
[SerializeField]
private float _coyoteTime;
[Header("Boost")]
[SerializeField]
private float _boostForce;
[SerializeField]
private float _boostTime;
[SerializeField]
private float _minBoostVelocity;
[Header( "Blink" )]
[SerializeField]
private float _blinkDistance;
[SerializeField]
private float _blinkVelocity;
[Header("Drag")]
[SerializeField]
private float _dragCoefficient;
[SerializeField]
private float _boostDragCoefficient;
[SerializeField]
private float _airDragCoefficient;
[SerializeField]
private float _stillDragCoefficient;
}

View File

@ -0,0 +1,71 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
[CreateAssetMenu(menuName = "KernelPanic/Player/Power", fileName = "PlayerPower.asset")]
public class PlayerPower : ScriptableObject
{
[SerializeField]
private bool _regenerateOnGround;
[SerializeField]
private bool _regenerateInAir;
[SerializeField]
private float _regenerateTime;
private bool _unlocked;
private bool _cheated;
private bool _consumed;
private float _timeSinceConsume;
private UnityEvent _onUnlock = new UnityEvent();
public UnityEvent OnUnlock => _onUnlock;
public void UpdatePower( float deltaTime, bool cheat, bool grounded)
{
_cheated = cheat;
bool regenerate = grounded ? _regenerateOnGround : _regenerateInAir;
if ( _consumed && regenerate )
{
_timeSinceConsume += deltaTime;
if ( _timeSinceConsume > _regenerateTime )
{
this.Reset();
}
}
}
public bool IsUnlocked => _unlocked || _cheated;
public bool CanConsume => IsUnlocked && !_consumed;
public void Consume()
=> _consumed = true;
public void Reset()
{
_consumed = false;
_timeSinceConsume = 0f;
}
public void Unlock()
{
if ( !_unlocked )
{
_onUnlock.Invoke();
_unlocked = true;
}
}
private void Awake()
{
_unlocked = false;
_cheated = false;
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 24d28ac60e22b5547b2beb8679625039
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,30 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerPowers : MonoBehaviour
{
[Header( "Cheats" )]
[SerializeField]
private bool _cheatBlink;
[SerializeField]
private bool _cheatBoost;
[Header( "References" )]
[SerializeField]
private PlayerPower _blink;
[SerializeField]
private PlayerPower _boost;
public PlayerPower Blink => _blink;
public PlayerPower Boost => _boost;
public void UpdatePowers( float dt, bool grounded )
{
_blink.UpdatePower( dt, _cheatBlink, grounded );
_boost.UpdatePower( dt, _cheatBoost, grounded );
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 0e73a47345d899f4ca1e5e08683c2b82
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Extensions
{
public static class MathsExtensions
{
public static Vector2 Rotate( this Vector2 v, float angle )
{
float sa = Mathf.Sin( angle );
float ca = Mathf.Cos( angle );
return new Vector2
{
x = ca * v.x - sa * v.y,
y = sa * v.x + ca * v.y
};
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 4e4dcb81b531095448f1837f3992c155
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -10,7 +10,7 @@
"type": "Value",
"id": "5c440996-60ec-4084-9223-75d39638108a",
"expectedControlType": "Vector2",
"processors": "",
"processors": "StickDeadzone",
"interactions": ""
},
{
@ -36,6 +36,14 @@
"expectedControlType": "DiscreteButton",
"processors": "",
"interactions": ""
},
{
"name": "Blink",
"type": "Value",
"id": "0eb55067-1328-4b0a-9494-b427befe049a",
"expectedControlType": "Button",
"processors": "",
"interactions": ""
}
],
"bindings": [
@ -170,6 +178,28 @@
"action": "Use",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "a6650120-343f-4b39-85d4-0b9ea96a2f54",
"path": "<Gamepad>/rightShoulder",
"interactions": "",
"processors": "",
"groups": "Gamepad",
"action": "Blink",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "fc2a21f0-c455-4dc7-aef5-679229ab7cdc",
"path": "<Keyboard>/shift",
"interactions": "",
"processors": "",
"groups": "PCMR",
"action": "Blink",
"isComposite": false,
"isPartOfComposite": false
}
]
}

View File

@ -12,5 +12,6 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 5757917e8ea41b845b309988926a0617, type: 3}
m_Name: PlayerInputSettings
m_EditorClassIdentifier:
JumpBufferTime: 0
UseBufferTime: 0
_jumpBufferTime: 0.1
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