134 lines
4.1 KiB
C#
134 lines
4.1 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 Player : MonoBehaviour
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{
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[SerializeField] private float moveSpeed = 7f;
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[SerializeField] private GameInput gameInput;
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[SerializeField] private LayerMask countersLayerMask;
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private bool isWalking;
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private Vector3 lastInteractDir;
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private void Start()
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{
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gameInput.OnInteractAction += GameInput_OnInteractAction;
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}
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private void GameInput_OnInteractAction(object sender, System.EventArgs e)
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{
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Vector2 inputVector = gameInput.GetMovementVectorNormalized();
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Vector3 moveDir = new Vector3(inputVector.x, 0f, inputVector.y);
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// Kepp a constantly updating record of the last move direction.
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// This means you can interact without holding down a direction.
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if (moveDir != Vector3.zero)
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{
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lastInteractDir = moveDir;
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}
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float interactDistance = 2f;
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if (Physics.Raycast(transform.position, lastInteractDir, out RaycastHit raycastHit, interactDistance, countersLayerMask))
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{
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if (raycastHit.transform.TryGetComponent(out ClearCounter clearCounter))
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{
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// Has Clear Counter
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clearCounter.Interact();
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}
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}
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}
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private void Update()
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{
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HandleMovement();
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HandleInteractions();
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}
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public bool IsWalking()
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{
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return isWalking;
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}
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/// <summary>
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/// Handle object interactions.
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/// </summary>
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private void HandleInteractions()
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{
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Vector2 inputVector = gameInput.GetMovementVectorNormalized();
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Vector3 moveDir = new Vector3(inputVector.x, 0f, inputVector.y);
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// Kepp a constantly updating record of the last move direction.
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// This means you can interact without holding down a direction.
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if (moveDir != Vector3.zero)
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{
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lastInteractDir = moveDir;
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}
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float interactDistance = 2f;
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if (Physics.Raycast(transform.position, lastInteractDir, out RaycastHit raycastHit, interactDistance, countersLayerMask))
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{
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if (raycastHit.transform.TryGetComponent(out ClearCounter clearCounter))
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{
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// Has Clear Counter
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//clearCounter.Interact();
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}
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}
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}
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/// <summary>
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/// Handle the player movement and collision.
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/// </summary>
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private void HandleMovement()
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{
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Vector2 inputVector = gameInput.GetMovementVectorNormalized();
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Vector3 moveDir = new Vector3(inputVector.x, 0f, inputVector.y);
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float moveDistance = moveSpeed * Time.deltaTime;
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float playerRadius = .7f;
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float playerHeight = 2f;
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bool canMove = !Physics.CapsuleCast(transform.position, transform.position + Vector3.up * playerHeight, playerRadius, moveDir, moveDistance);
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if (!canMove)
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{
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// Cannot move towards moveDir
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// Attempt only X move
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Vector3 moveDirX = new Vector3(moveDir.x, 0, 0).normalized;
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canMove = !Physics.CapsuleCast(transform.position, transform.position + Vector3.up * playerHeight, playerRadius, moveDirX, moveDistance);
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if (canMove)
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{
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moveDir = moveDirX;
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}
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else
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{
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// Cannot move on X so attempt to move on Z
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Vector3 moveDirZ = new Vector3(0, 0, moveDir.z).normalized;
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canMove = !Physics.CapsuleCast(transform.position, transform.position + Vector3.up * playerHeight, playerRadius, moveDirZ, moveDistance);
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if (canMove)
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{
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moveDir = moveDirZ;
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}
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else
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{
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// Cannot move at all
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}
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}
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}
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if (canMove)
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{
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transform.position += moveDir * moveDistance;
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}
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isWalking = moveDir != Vector3.zero;
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float rotateSpeed = 10f;
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transform.forward = Vector3.Slerp(transform.forward, moveDir, Time.deltaTime * rotateSpeed);
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}
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}
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