143 lines
3.4 KiB
C#
143 lines
3.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class LurchMovement : MonoBehaviour {
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[Header("Mouse")]
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[Range(0.01f, 4.0f)]
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public float mouseSensitivity;
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public bool invertMouse;
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public bool lockMouse;
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private float yaw = 0.0f;
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private float pitch = 0.0f;
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[Header("Smooth Follow")]
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[Range(0.1f, 2)]
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public float speed;
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private Vector3 velocity = Vector3.zero;
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[Header("Lurch")]
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public Transform theLurch;
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private Rigidbody lurchBody;
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public Material lurchMaterial;
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public float maxJumpForce;
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private float currentJumpForce;
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public float forceIncreaseSpeed;
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public Color normalColor;
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public Color fullyChargedColor;
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[Header("Jump n Stick")]
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public bool canStick;
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private float cooldown;
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private void Start()
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{
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lurchBody = theLurch.GetComponent<Rigidbody>();
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}
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void Update()
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{
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theLurch.rotation = Quaternion.Euler(0, transform.eulerAngles.y, 0);
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MouseControl();
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JumpControl();
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SmoothFollow();
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Debug.DrawRay(theLurch.position, Vector3.down * 0.45f, Color.blue);
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}
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void MouseControl()
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{
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float mouseInputX = Input.GetAxis("Mouse X") * mouseSensitivity;
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float mouseInputY;
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transform.eulerAngles = new Vector3(pitch, yaw, 0.0f);
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if (!invertMouse)
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{
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mouseInputY = Input.GetAxis("Mouse Y") * mouseSensitivity;
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}
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else
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{
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mouseInputY = -Input.GetAxis("Mouse Y") * mouseSensitivity;
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}
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yaw += mouseInputX;
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pitch -= mouseInputY;
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if (lockMouse)
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{
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Cursor.lockState = CursorLockMode.Locked;
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}
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else
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{
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Cursor.lockState = CursorLockMode.None;
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}
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}
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void SmoothFollow()
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{
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Vector3 targetPosition = theLurch.TransformPoint(new Vector3(0, 0, 0));
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// Smoothly move the camera towards that target position
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transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref velocity, speed);
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}
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void JumpControl()
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{
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if (Input.GetButton("Fire1") && currentJumpForce < maxJumpForce)
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{
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currentJumpForce += forceIncreaseSpeed;
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}
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if (cooldown > 0.0f)
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cooldown -= Time.deltaTime;
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if (Input.GetButtonUp("Fire1")) {
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cooldown += 0.5f;
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lurchBody.isKinematic = false;
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Debug.Log("Ich springe");
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lurchBody.AddForce(theLurch.forward * currentJumpForce, ForceMode.Impulse);
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lurchBody.AddForce(theLurch.up * currentJumpForce, ForceMode.Impulse);
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}
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else if (LurchOnGround() && Time.time > cooldown)
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{
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lurchBody.isKinematic = true;
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}
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if (!LurchOnGround())
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{
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currentJumpForce = 0.0f;
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lurchBody.isKinematic = false;
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}
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}
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bool LurchOnGround()
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{
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RaycastHit hit;
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if (Physics.Raycast(theLurch.position, Vector3.down, out hit, 0.4f))
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{
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return true;
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}
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if (canStick)
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{
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Debug.DrawRay(theLurch.position, Vector3.forward* 1.6f);
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if (Physics.Raycast(theLurch.position, Vector3.forward, out hit, 1.6f))
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{
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return true;
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}
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}
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return false;
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}
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}
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