using UnityEngine; using System.Collections; public class thirdPersonController : MonoBehaviour { public string CAMERA_INPUT_X; public string CAMERA_INPUT_Y; public string MOVEMENT_INPUT_X; public string MOVEMENT_INPUT_Y; public string JUMP_INPUT; public Animator animator; public Camera camera; public GameObject cameraCentre; public float cameraSpeedX = 250.0f; public float cameraSpeedY = 120.0f; public float cameraDistance = 10.0f; public float maxY = 80; public float minY = -20; public bool active = true; public float movementSpeed; public bool movementLock; public float jumpHeight; public float grip; public float maxVelocity; public float maxAirVelocity; private float curMaxVelocity; public bool slowed; private float curSpeed; public float cameraX; public float cameraY; private float movementX; private float movementY; private bool grounded; private Rigidbody rigidbody; public Collider curCollider; // Use this for initialization void Start () { rigidbody = GetComponent (); cameraX = camera.transform.eulerAngles.x; cameraY = camera.transform.eulerAngles.y; } void FixedUpdate(){ RaycastHit hit; Ray ray = new Ray(transform.position, -Vector3.up); if (Physics.Raycast (ray, out hit, 1.3f)) { grounded = true; curMaxVelocity = maxVelocity; if (hit.collider.tag == "moveable") matchVelocity(hit.collider); } else { grounded = false; curMaxVelocity = maxAirVelocity; animator.SetBool ("Jump", false); } if (slowed) curSpeed = 700.0f; else curSpeed = movementSpeed; if (active) { applyMovement (); Vector3 checkVelocity = rigidbody.velocity; //Debug.Log ("VelMag: " + checkVelocity.magnitude); if (checkVelocity.magnitude > maxVelocity){ float vertVelo = checkVelocity.y; checkVelocity = Vector3.ClampMagnitude (checkVelocity, curMaxVelocity); checkVelocity.y = vertVelo; //Debug.Log (checkVelocity); rigidbody.velocity = checkVelocity; } transform.rotation = Quaternion.Euler (new Vector3 (0.0f, camera.transform.rotation.eulerAngles.y, 0.0f)); applyGrip(); applyJump (jumpHeight); } animator.SetBool ("Grounded", grounded); animator.SetFloat("Run speed",new Vector3 (rigidbody.velocity.x, 0.0f,rigidbody.velocity.z ).magnitude * Mathf.Sign(movementY)); rigidbody.AddForce (new Vector3 (0.0f, -9.81f,0.0f)); curCollider = null; } //} // Update is called once per frame void LateUpdate () { if (active) { cameraX += Input.GetAxis (CAMERA_INPUT_X) * cameraSpeedX * 0.02f; cameraY += Input.GetAxis (CAMERA_INPUT_Y) * cameraSpeedY * 0.02f; } cameraY = ClampAngle (cameraY, minY, maxY); Quaternion cameraRotation = Quaternion.Euler (cameraY, cameraX, 0.0f); Vector3 cameraPosition = cameraRotation * new Vector3(0.0f, 0.0f, -cameraDistance) + cameraCentre.transform.position; camera.transform.rotation = cameraRotation; camera.transform.position = cameraPosition; } private void applyMovement(){ movementX = Input.GetAxis (MOVEMENT_INPUT_X); movementY = Input.GetAxis (MOVEMENT_INPUT_Y); if (movementLock) { movementX = 0; if (movementY < 0 && this.name == "Player2") movementY = 0; if (movementY > 0 && this.name == "Player1") movementY = 0; } Vector3 velocity = new Vector3 (movementX, 0.0f, movementY) * curSpeed * Time.deltaTime; //Debug.Log (velocity); velocity = Quaternion.Euler (0.0f, camera.transform.rotation.eulerAngles.y, 0.0f) * velocity; rigidbody.AddForce (velocity); } private void applyJump(float power){ if (grounded) { if (Input.GetButtonDown (JUMP_INPUT)) { rigidbody.AddRelativeForce (0, power, 0); animator.SetBool ("Jump", true); } } } private void matchVelocity(Collider target){ Debug.Log ("matching velocity"); //Vector3 velocity = rigidbody.velocity; //velocity = target.attachedRigidbody.velocity; //rigidbody.velocity = velocity; //transform.parent = target.transform; //rigidbody.isKinematic = true; } public void applyGrip(){ float localVelX = transform.InverseTransformDirection (rigidbody.velocity).x; float localVelZ = transform.InverseTransformDirection (rigidbody.velocity).z; //Debug.Log ("velocity.y: " + localVelZ); if (grounded && Mathf.Abs(movementX) < 0.8f ) { rigidbody.AddForce(transform.right * -localVelX * grip); if (Mathf.Abs(movementY) < 0.5f && Mathf.Abs(localVelZ )> 1.0f){ rigidbody.AddForce(-transform.forward * grip * localVelZ ); } } } void OnCollisionStay(Collision col) { if (col.transform.tag == "moveable") curCollider = col.collider; } private static float ClampAngle (float angle, float min, float max) { if (angle < -360) angle += 360; if (angle > 360) angle -= 360; return Mathf.Clamp (angle, min, max); } }