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PlayerMove - Animation
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b0b039f468
commit
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@ -1,18 +1,20 @@
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using UnityEngine;
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using Mirror;
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using System;
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namespace TestNT
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{
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[RequireComponent(typeof(Rigidbody))]
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[RequireComponent(typeof(CharacterController))]
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[RequireComponent(typeof(Rigidbody))]
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public class PlayerMove : NetworkBehaviour
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{
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public enum GroundState : byte { Jumping, Falling, Grounded }
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public enum MoveMode : byte { Walking, Sneaking, Running };
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[Header("Avatar Components")]
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public CharacterController characterController;
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public NTRCustomSendInterval NTR;
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public Animator animator;
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public CharacterController characterController;
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[Header("Materials")]
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public PhysicMaterial physicsMaterial;
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@ -37,6 +39,7 @@ public enum GroundState : byte { Jumping, Falling, Grounded }
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[Header("Diagnostics - Do Not Modify")]
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public GroundState groundState = GroundState.Grounded;
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public MoveMode moveState = MoveMode.Running;
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[Range(-1f, 1f)]
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public float horizontal;
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@ -63,12 +66,12 @@ void OnValidate()
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if (NTR == null)
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NTR = GetComponentInChildren<NTRCustomSendInterval>();
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if (characterController == null)
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characterController = GetComponent<CharacterController>();
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if (animator == null)
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animator = GetComponentInChildren<Animator>();
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if (characterController == null)
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characterController = GetComponent<CharacterController>();
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// Override CharacterController default values
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characterController.enabled = false;
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characterController.skinWidth = 0.02f;
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@ -80,6 +83,17 @@ void OnValidate()
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this.enabled = false;
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}
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public override void OnStartClient()
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{
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if (!isLocalPlayer)
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NTR.VelRotChangedAction = OnVelRotChanged;
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}
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public override void OnStopClient()
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{
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NTR.VelRotChangedAction = null;
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}
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public override void OnStartAuthority()
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{
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characterController.enabled = true;
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@ -104,10 +118,21 @@ void Update()
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return;
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HandleTeleport();
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#if !UNITY_SERVER
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// Not needed on headless clients
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HandleMoveState();
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#endif
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HandleTurning();
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HandleJumping();
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HandleMove();
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#if !UNITY_SERVER
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// Not needed on headless clients
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HandleAnimation();
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#endif
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// Reset ground state
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if (characterController.isGrounded)
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groundState = GroundState.Grounded;
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@ -125,7 +150,7 @@ void HandleTeleport()
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{
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NTR.CmdTeleport(Vector3.up);
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}
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else
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else
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{
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characterController.enabled = false;
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transform.position = Vector3.up;
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@ -133,6 +158,23 @@ void HandleTeleport()
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}
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}
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// Headless clients don't need to do either of these
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#if !UNITY_SERVER
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void HandleMoveState()
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{
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if (Input.GetKeyUp(KeyCode.R) && moveState == MoveMode.Walking)
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moveState = MoveMode.Running;
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else if (Input.GetKeyUp(KeyCode.R) && moveState == MoveMode.Running)
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moveState = MoveMode.Walking;
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else if (Input.GetKeyUp(KeyCode.C) && moveState != MoveMode.Sneaking)
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moveState = MoveMode.Sneaking;
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else if (Input.GetKeyUp(KeyCode.C) && moveState == MoveMode.Sneaking)
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moveState = MoveMode.Walking;
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}
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#endif
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// Alternative methods provided for headless clients to act autonomously
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#if !UNITY_SERVER
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@ -153,6 +195,9 @@ void HandleTurning()
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if (!Input.GetKey(KeyCode.Q) && !Input.GetKey(KeyCode.E))
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turnSpeed = Mathf.MoveTowards(turnSpeed, 0, turnDelta);
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if (moveState == MoveMode.Sneaking)
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turnSpeed /= 3;
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transform.Rotate(0f, turnSpeed * Time.deltaTime, 0f);
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}
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@ -163,7 +208,7 @@ void HandleJumping()
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// as player holds spacebar. Jump power is increased by a diminishing amout
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// every frame until it reaches maxJumpSpeed, or player releases the spacebar,
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// and then changes to the falling state until it gets grounded.
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if (groundState != GroundState.Falling && Input.GetKey(KeyCode.Space))
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if (groundState != GroundState.Falling && moveState != MoveMode.Sneaking && Input.GetKey(KeyCode.Space))
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{
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if (groundState != GroundState.Jumping)
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{
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@ -223,6 +268,12 @@ void HandleMove()
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// Create initial direction vector without jumpSpeed (y-axis).
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direction = new Vector3(horizontal, 0f, vertical);
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// Run unless Sneaking or Walking
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if (moveState == MoveMode.Sneaking)
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direction *= 0.15f;
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else if (moveState == MoveMode.Walking)
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direction *= 0.5f;
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// Clamp so diagonal strafing isn't a speed advantage.
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direction = Vector3.ClampMagnitude(direction, 1f);
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@ -238,5 +289,44 @@ void HandleMove()
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// Finally move the character.
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characterController.Move(direction * Time.deltaTime);
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}
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void HandleAnimation()
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{
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if (!animator) return;
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//if (moveState != MoveState.Sneaking)
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//{
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// if (Input.GetKeyUp(KeyCode.I))
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// animator.SetTrigger("Saluting");
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// else if (Input.GetKeyUp(KeyCode.O))
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// animator.SetTrigger("Waving");
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// else if (Input.GetKeyUp(KeyCode.P))
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// animator.SetBool("Dancing", !animator.GetBool("Dancing"));
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//}
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animVelocity = transform.InverseTransformDirection(direction).z / moveSpeedMultiplier;
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animRotation = turnSpeed / maxTurnSpeed;
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animator.SetFloat("Forward", Mathf.MoveTowards(animator.GetFloat("Forward"), animVelocity, moveSpeedMultiplier * Time.deltaTime));
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animator.SetFloat("Turn", Mathf.MoveTowards(animator.GetFloat("Turn"), animRotation, maxTurnSpeed * Time.deltaTime));
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animator.SetBool("Crouch", moveState == MoveMode.Sneaking);
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animator.SetBool("OnGround", groundState == GroundState.Grounded);
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}
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void OnVelRotChanged(Vector3 newVelocity, Vector3 newRotation)
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{
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// Only apply to other player objects
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if (isLocalPlayer) return;
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animVelocity = -MathF.Round(transform.InverseTransformDirection(newVelocity).z / moveSpeedMultiplier, 1);
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animRotation = -MathF.Round(newRotation.y / maxTurnSpeed, 1);
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if (animator)
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{
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animator.SetFloat("Forward", MathF.Round(Mathf.MoveTowards(animator.GetFloat("Forward"), animVelocity, moveSpeedMultiplier * Time.deltaTime), 1));
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animator.SetFloat("Turn", MathF.Round(Mathf.MoveTowards(animator.GetFloat("Turn"), animRotation, maxTurnSpeed * Time.deltaTime), 1));
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}
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}
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}
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}
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