using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
[Header("Movement")]
private float moveSpeed;
private float desiredMoveSpeed;
private float lastDesiredMoveSpeed;
public float walkSpeed;
public float sprintSpeed;
public float slideSpeed;
public float wallrunSpeed;
public float speedIncreaseMultiplier;
public float slopeIncreaseMultiplier;
public float groundDrag;
[Header("Jumping")]
public float jumpForce;
public float jumpCooldown;
public float airMultiplier;
bool readyToJump;
[Header("Crouching")]
public float crouchSpeed;
public float crouchYScale;
private float startYScale;
[Header("Keybinds")]
public KeyCode jumpKey = KeyCode.Space;
public KeyCode sprintKey = KeyCode.LeftShift;
public KeyCode crouchKey = KeyCode.LeftControl;
[Header("Ground Check")]
public float playerHeight;
public LayerMask whatIsGround;
bool grounded;
[Header("Slope Handling")]
public float maxSlopeAngle;
private RaycastHit slopeHit;
private bool exitingSlope;
[Header("Respawn")]
public Transform spawnPoint;
public float respawnHeight = 20f;
[Header("Important")]
public Transform orientation;
float horizontalInput;
float verticalInput;
Vector3 moveDirection;
Rigidbody rb;
public MovementState state;
public enum MovementState
{
walking,
sprinting,
wallrunning,
crouching,
sliding,
air
}
public bool sliding;
public bool crouching;
public bool wallrunning;
private void Start()
{
rb = GetComponent<Rigidbody>();
rb.freezeRotation = true;
readyToJump = true;
startYScale = transform.localScale.y;
}
private void Update()
{
// ground check
grounded = Physics.Raycast(transform.position, Vector3.down, playerHeight * 0.5f + 0.2f, whatIsGround);
MyInput();
SpeedControl();
StateHandler();
// handle drag
if (grounded)
rb.drag = groundDrag;
else
rb.drag = 0;
if(gameObject.transform.position.y < -respawnHeight)
{
Respawn();
}
}
private void FixedUpdate()
{
MovePlayer();
}
private void MyInput()
{
horizontalInput = Input.GetAxisRaw("Horizontal");
verticalInput = Input.GetAxisRaw("Vertical");
// when to jump
if (Input.GetKey(jumpKey) && readyToJump && grounded)
{
readyToJump = false;
Jump();
Invoke(nameof(ResetJump), jumpCooldown);
}
// start crouch
if (Input.GetKeyDown(crouchKey))
{
transform.localScale = new Vector3(transform.localScale.x, crouchYScale, transform.localScale.z);
rb.AddForce(Vector3.down * 5f, ForceMode.Impulse);
}
// stop crouch
if (Input.GetKeyUp(crouchKey))
{
transform.localScale = new Vector3(transform.localScale.x, startYScale, transform.localScale.z);
}
}
private void StateHandler()
{
// Mode - Wallrunning
if (wallrunning)
{
state = MovementState.wallrunning;
// if you dont have desiredMoveSpeed you can use > moveSpeed = wallrunSpeed;
desiredMoveSpeed = wallrunSpeed;
}
// Mode - Sliding
if (sliding)
{
state = MovementState.sliding;
if (OnSlope() && rb.velocity.y < 0.1f)
desiredMoveSpeed = slideSpeed;
else
desiredMoveSpeed = sprintSpeed;
}
// Mode - Crouching
else if (Input.GetKey(crouchKey))
{
state = MovementState.crouching;
desiredMoveSpeed = crouchSpeed;
}
// Mode - Sprinting
else if (grounded && Input.GetKey(sprintKey))
{
state = MovementState.sprinting;
desiredMoveSpeed = sprintSpeed;
}
// Mode - Walking
else if (grounded)
{
state = MovementState.walking;
desiredMoveSpeed = walkSpeed;
}
// Mode - Air
else
{
state = MovementState.air;
}
// check if desiredMoveSpeed has changed drastically
if (Mathf.Abs(desiredMoveSpeed - lastDesiredMoveSpeed) > 4f && moveSpeed != 0)
{
StopAllCoroutines();
StartCoroutine(SmoothlyLerpMoveSpeed());
}
else
{
moveSpeed = desiredMoveSpeed;
}
lastDesiredMoveSpeed = desiredMoveSpeed;
}
private IEnumerator SmoothlyLerpMoveSpeed()
{
// smoothly lerp movementSpeed to desired value
float time = 0;
float difference = Mathf.Abs(desiredMoveSpeed - moveSpeed);
float startValue = moveSpeed;
while (time < difference)
{
moveSpeed = Mathf.Lerp(startValue, desiredMoveSpeed, time / difference);
if (OnSlope())
{
float slopeAngle = Vector3.Angle(Vector3.up, slopeHit.normal);
float slopeAngleIncrease = 1 + (slopeAngle / 90f);
time += Time.deltaTime * speedIncreaseMultiplier * slopeIncreaseMultiplier * slopeAngleIncrease;
}
else
time += Time.deltaTime * speedIncreaseMultiplier;
yield return null;
}
moveSpeed = desiredMoveSpeed;
}
private void MovePlayer()
{
// calculate movement direction
moveDirection = orientation.forward * verticalInput + orientation.right * horizontalInput;
// on slope
if (OnSlope() && !exitingSlope)
{
rb.AddForce(GetSlopeMoveDirection(moveDirection) * moveSpeed * 20f, ForceMode.Force);
if (rb.velocity.y > 0)
rb.AddForce(Vector3.down * 80f, ForceMode.Force);
}
// on ground
else if (grounded)
rb.AddForce(moveDirection.normalized * moveSpeed * 10f, ForceMode.Force);
// in air
else if (!grounded)
rb.AddForce(moveDirection.normalized * moveSpeed * 10f * airMultiplier, ForceMode.Force);
// turn gravity off while on slope
if(!wallrunning)rb.useGravity = !OnSlope();
}
private void SpeedControl()
{
// limiting speed on slope
if (OnSlope() && !exitingSlope)
{
if (rb.velocity.magnitude > moveSpeed)
rb.velocity = rb.velocity.normalized * moveSpeed;
}
// limiting speed on ground or in air
else
{
Vector3 flatVel = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
// limit velocity if needed
if (flatVel.magnitude > moveSpeed)
{
Vector3 limitedVel = flatVel.normalized * moveSpeed;
rb.velocity = new Vector3(limitedVel.x, rb.velocity.y, limitedVel.z);
}
}
}
private void Jump()
{
exitingSlope = true;
// reset y velocity
rb.velocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
rb.AddForce(transform.up * jumpForce, ForceMode.Impulse);
}
private void ResetJump()
{
readyToJump = true;
exitingSlope = false;
}
public bool OnSlope()
{
if (Physics.Raycast(transform.position, Vector3.down, out slopeHit, playerHeight * 0.5f + 0.3f))
{
float angle = Vector3.Angle(Vector3.up, slopeHit.normal);
return angle < maxSlopeAngle && angle != 0;
}
return false;
}
public Vector3 GetSlopeMoveDirection(Vector3 direction)
{
return Vector3.ProjectOnPlane(direction, slopeHit.normal).normalized;
}
public void Respawn()
{
gameObject.transform.position = spawnPoint.transform.position;
}
}
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