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| m_IsTrigger: 0 | ||
| m_Enabled: 1 | ||
| serializedVersion: 2 | ||
| m_Height: 2 | ||
| m_Radius: 0.5 | ||
| m_SlopeLimit: 45 | ||
| m_StepOffset: 0.3 | ||
| m_SkinWidth: 0.08 | ||
| m_MinMoveDistance: 0.001 | ||
| m_Center: {x: 0, y: 0, z: 0} |
| @@ -0,0 +1,215 @@ | ||
| using System.Collections; | ||
| using System.Collections.Generic; | ||
| using UnityEngine; | ||
| using UnityEngine.UI; | ||
|
|
||
| public class PlayerController : MonoBehaviour | ||
| { | ||
| [SerializeField] | ||
| private float moveSpeed = 2.0f, sensitivity = 5.0f, upDownRange = 6.0f; | ||
|
|
||
| private float forwardSpeed = 0.0f, sideSpeed = 0.0f, verticalRotation = 0.0f, verticalVelocity = 0.0f; | ||
|
|
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| private CharacterController characterController; | ||
|
|
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| private bool playerEnabled = true; | ||
|
|
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| public Text HUD_text; | ||
|
|
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| public bool console_active = false; | ||
|
|
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| private float stepCycle = 0.5f, stepTimer = 0.0f; | ||
|
|
||
| //jacobs rotation code for controller | ||
| private float rotY; | ||
| private float rotX; | ||
|
|
||
| void OnEnable() | ||
| { | ||
| // Intro Sequence - Disable then re-enable the player | ||
| //EventManager.OnGameStart += DisablePlayer; | ||
| //EventManager.OnIntroComplete += EnablePlayer; | ||
| } | ||
|
|
||
| void OnTriggerEnter(Collider col) | ||
| { | ||
| if (col.tag == "Console") | ||
| { | ||
| console_active = true; | ||
|
|
||
| //col.gameObject.GetComponentInChildren<Console> ().ActivatePointer (true); | ||
| } | ||
| } | ||
|
|
||
| void OnTriggerExit(Collider col) | ||
| { | ||
| if (col.tag == "Console") | ||
| { | ||
| console_active = false; | ||
|
|
||
| //col.gameObject.GetComponentInChildren<Console> ().ActivatePointer (false); | ||
| } | ||
| } | ||
|
|
||
| // Use this for initialization | ||
| void Start() | ||
| { | ||
|
|
||
| // Disable the cursor | ||
| Cursor.visible = false; | ||
| Cursor.lockState = CursorLockMode.Locked; | ||
|
|
||
| // Get Components | ||
| characterController = GetComponent<CharacterController>(); | ||
| rotY = transform.rotation.eulerAngles.x; | ||
| rotX = transform.rotation.eulerAngles.y; | ||
|
|
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| //RotatePlayer(new Vector3(0.0f, 180.0f, 0.0f)); | ||
| } | ||
|
|
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| void RotatePlayer(Vector3 angle) | ||
| { | ||
| Quaternion rot = Quaternion.Euler(angle.x, angle.y, angle.y); | ||
| transform.Rotate (angle);// new Vector3(angle.x, angle.y, angle.z); | ||
| } | ||
|
|
||
| // Update is called once per frame | ||
| void Update() | ||
| { | ||
| // If the player is active | ||
| if(playerEnabled) | ||
| { | ||
| RaycastHit hit; | ||
| Ray ray = Camera.main.ScreenPointToRay(new Vector3((Screen.width / 2), (Screen.height / 2))); | ||
|
|
||
| if (Physics.Raycast(ray.origin, ray.direction, out hit, 7.0f)) | ||
| { | ||
| if (hit.collider.gameObject.tag == "PuzzleLayer") | ||
| { | ||
| Debug.Log("Puzzle ray cast"); | ||
| HUD_text.text = "LMB/RMB to rotate this segment"; | ||
| if (Input.GetMouseButtonDown(0) || Input.GetButton("A")) | ||
| { | ||
| hit.collider.gameObject.SendMessage("SetDirection", 1); | ||
| hit.collider.gameObject.SendMessage("Rotate", true); | ||
| } | ||
|
|
||
| else if (Input.GetMouseButtonDown(1) || Input.GetButton("B")) | ||
| { | ||
| hit.collider.gameObject.SendMessage("SetDirection", -1); | ||
| hit.collider.gameObject.SendMessage("Rotate", true); | ||
|
|
||
| } | ||
|
|
||
| } | ||
| else if (hit.collider.gameObject.tag == "PuzzleReset") | ||
| { | ||
| HUD_text.text = "LMB reset the puzzle"; | ||
| if (Input.GetMouseButtonDown(0)) | ||
| { | ||
| hit.collider.gameObject.SendMessage("Reset"); | ||
| } | ||
|
|
||
| } | ||
| else | ||
| { | ||
| HUD_text.text = ""; | ||
| } | ||
|
|
||
| } | ||
| else | ||
| { | ||
| HUD_text.text = ""; | ||
|
|
||
| } | ||
|
|
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| // Camera Rotation | ||
| //float rotLeftRight = Input.GetAxis("Mouse X") * 100; | ||
| //rotLeftRight *= Time.deltaTime; | ||
| //transform.Rotate(0, rotLeftRight, 0); | ||
|
|
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| //verticalRotation -= Input.GetAxis("Mouse Y") * 100; | ||
| //verticalRotation = Mathf.Clamp(verticalRotation, -upDownRange, upDownRange); | ||
|
|
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| //Camera.main.transform.localRotation = Quaternion.Euler(verticalRotation, 0, 0); | ||
|
|
||
| // New rotational code to allow for delta time and controller input | ||
| float mouseY = -Input.GetAxis("Mouse Y"); | ||
| float mouseX = Input.GetAxis("Mouse X"); | ||
|
|
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| rotY += mouseY * sensitivity * Time.deltaTime; | ||
| rotX = mouseX * sensitivity * Time.deltaTime; | ||
|
|
||
| transform.Rotate (new Vector3(0.0f, rotX, 0.0f)); | ||
|
|
||
| // Quaternion xRotation = Quaternion.Euler(0.0f, rotX, 0.0f); | ||
| //transform.localRotation = xRotation; | ||
| rotY = Mathf.Clamp(rotY, -upDownRange, upDownRange); | ||
|
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||
|
|
||
| Quaternion localRotation = Quaternion.Euler(rotY, 0.0f, 0.0f); | ||
| Camera.main.transform.localRotation = localRotation; | ||
| // Move the camera | ||
| // Movement | ||
| forwardSpeed = Input.GetAxis("Vertical") * moveSpeed; | ||
| sideSpeed = Input.GetAxis("Horizontal") * moveSpeed; | ||
|
|
||
| // Stop the player falling if they're grounded | ||
| verticalVelocity = characterController.isGrounded ? 0 : verticalVelocity + (Physics.gravity.y * Time.deltaTime); | ||
|
|
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| Vector3 speed = new Vector3(sideSpeed, verticalVelocity, forwardSpeed); | ||
| speed = transform.rotation * speed; | ||
| characterController.Move(speed * Time.deltaTime); | ||
|
|
||
| if (console_active) | ||
| { | ||
| RaycastHit hitConsole; | ||
| Ray rayConsole = Camera.main.ViewportPointToRay (new Vector3 (0.5f, 0.5f, 0.0f)); | ||
| if (Physics.Raycast (rayConsole, out hitConsole)) | ||
| { | ||
| if (hitConsole.collider.gameObject.tag == "Screen") | ||
| { | ||
| hitConsole.collider.gameObject.SendMessage ("UpdateConsolePointer", hitConsole.point); | ||
| } | ||
| } | ||
| } | ||
|
|
||
| // Increase the step timer | ||
| stepTimer += Time.deltaTime; | ||
|
|
||
| // Check if the player is moving | ||
| if(speed.sqrMagnitude > 0.0f) | ||
| { | ||
| // Check if the player is grounded | ||
| if(characterController.isGrounded) | ||
| { | ||
| // If the step timer exceeds the cycle interval | ||
| if (stepTimer > stepCycle) | ||
| { | ||
| // Reset the timer | ||
| stepTimer -= 0.5f; | ||
|
|
||
| // Post a footstep event | ||
| //AkSoundEngine.PostEvent("footstep", gameObject); | ||
| } | ||
| } | ||
|
|
||
| } | ||
| else | ||
| { | ||
| stepTimer = 0.0f; | ||
| } | ||
| } | ||
| } | ||
|
|
||
| void DisablePlayer() | ||
| { | ||
| playerEnabled = false; | ||
| } | ||
|
|
||
| void EnablePlayer() | ||
| { | ||
| playerEnabled = true; | ||
| } | ||
|
|
||
| } |
| @@ -72,5 +72,5 @@ Material: | ||
| - _UVSec: 0 | ||
| - _ZWrite: 1 | ||
| m_Colors: | ||
| - _Color: {r: 1, g: 1, b: 1, a: 0} | ||
| - _EmissionColor: {r: 1, g: 1, b: 1, a: 1} | ||