From 5fbd83279eca86a6dadf6788c5789863498181ad Mon Sep 17 00:00:00 2001 From: MrGadget <9826063+MrGadget1024@users.noreply.github.com> Date: Wed, 23 Oct 2024 16:23:06 -0400 Subject: [PATCH] fix: PlayerKRB inputs in Update --- .../PlayerControllerKRBBase.cs | 52 +++++++++---------- 1 file changed, 26 insertions(+), 26 deletions(-) diff --git a/Assets/Mirror/Examples/_Common/Controllers/PlayerControllerKRB/PlayerControllerKRBBase.cs b/Assets/Mirror/Examples/_Common/Controllers/PlayerControllerKRB/PlayerControllerKRBBase.cs index ede72f80d..c23acdaeb 100644 --- a/Assets/Mirror/Examples/_Common/Controllers/PlayerControllerKRB/PlayerControllerKRBBase.cs +++ b/Assets/Mirror/Examples/_Common/Controllers/PlayerControllerKRB/PlayerControllerKRBBase.cs @@ -236,8 +236,6 @@ void Reset() // Freeze rotation on X and Z axes, but allow rotation on Y axis rigidBody.constraints = RigidbodyConstraints.FreezeRotation; - GetComponent().isKinematic = true; - #if UNITY_EDITOR // For convenience in the examples, we use the GUID of the PlayerControllerUI // to find the correct prefab in the Mirror/Examples/_Common/Controllers folder. @@ -312,6 +310,16 @@ public override void OnStopLocalPlayer() void Update() { HandleOptions(); + + float deltaTime = Time.deltaTime; + + if (controlOptions.HasFlag(ControlOptions.MouseSteer)) + HandleMouseSteer(deltaTime); + else + HandleTurning(deltaTime); + + HandleJumping(deltaTime); + HandleMove(deltaTime); } void HandleOptions() @@ -343,14 +351,6 @@ void SetCursor(bool locked) void FixedUpdate() { float fixedDeltaTime = Time.fixedDeltaTime; - - if (controlOptions.HasFlag(ControlOptions.MouseSteer)) - HandleMouseSteer(fixedDeltaTime); - else - HandleTurning(fixedDeltaTime); - - HandleJumping(fixedDeltaTime); - HandleMove(fixedDeltaTime); ApplyMove(fixedDeltaTime); // Update ground state @@ -365,7 +365,7 @@ void FixedUpdate() } // Turning works while airborne...feature? - void HandleTurning(float fixedDeltaTime) + void HandleTurning(float deltaTime) { float targetTurnSpeed = 0f; @@ -378,13 +378,13 @@ void HandleTurning(float fixedDeltaTime) // If there's turn input or AutoRun is not enabled, adjust turn speed towards target // If no turn input and AutoRun is enabled, maintain the previous turn speed if (targetTurnSpeed != 0f || !controlOptions.HasFlag(ControlOptions.AutoRun)) - runtimeData.turnSpeed = Mathf.MoveTowards(runtimeData.turnSpeed, targetTurnSpeed, turnAcceleration * maxTurnSpeed * fixedDeltaTime); + runtimeData.turnSpeed = Mathf.MoveTowards(runtimeData.turnSpeed, targetTurnSpeed, turnAcceleration * maxTurnSpeed * deltaTime); //transform.Rotate(0f, runtimeData.turnSpeed * fixedDeltaTime, 0f); - transform.Rotate(transform.up, runtimeData.turnSpeed * fixedDeltaTime, Space.World); + transform.Rotate(transform.up, runtimeData.turnSpeed * deltaTime, Space.World); } - void HandleMouseSteer(float fixedDeltaTime) + void HandleMouseSteer(float deltaTime) { // Accumulate mouse input over time runtimeData.mouseInputX += Input.GetAxisRaw("Mouse X") * runtimeData.mouseSensitivity; @@ -396,16 +396,16 @@ void HandleMouseSteer(float fixedDeltaTime) float targetTurnSpeed = runtimeData.mouseInputX * maxTurnSpeed; // Use the same acceleration logic as HandleTurning - runtimeData.turnSpeed = Mathf.MoveTowards(runtimeData.turnSpeed, targetTurnSpeed, runtimeData.mouseSensitivity * maxTurnSpeed * fixedDeltaTime); + runtimeData.turnSpeed = Mathf.MoveTowards(runtimeData.turnSpeed, targetTurnSpeed, runtimeData.mouseSensitivity * maxTurnSpeed * deltaTime); // Apply rotation //transform.Rotate(0f, runtimeData.turnSpeed * fixedDeltaTime, 0f); - transform.Rotate(transform.up, runtimeData.turnSpeed * fixedDeltaTime, Space.World); + transform.Rotate(transform.up, runtimeData.turnSpeed * deltaTime, Space.World); - runtimeData.mouseInputX = Mathf.MoveTowards(runtimeData.mouseInputX, 0f, runtimeData.mouseSensitivity * fixedDeltaTime); + runtimeData.mouseInputX = Mathf.MoveTowards(runtimeData.mouseInputX, 0f, runtimeData.mouseSensitivity * deltaTime); } - void HandleJumping(float fixedDeltaTime) + void HandleJumping(float deltaTime) { if (runtimeData.groundState != GroundState.Falling && moveKeys.Jump != KeyCode.None && Input.GetKey(moveKeys.Jump)) { @@ -418,7 +418,7 @@ void HandleJumping(float fixedDeltaTime) { // Increase jumpSpeed using a square root function for a fast start and slow finish float jumpProgress = (runtimeData.jumpSpeed - initialJumpSpeed) / (maxJumpSpeed - initialJumpSpeed); - runtimeData.jumpSpeed += (jumpAcceleration * Mathf.Sqrt(1 - jumpProgress)) * fixedDeltaTime; + runtimeData.jumpSpeed += (jumpAcceleration * Mathf.Sqrt(1 - jumpProgress)) * deltaTime; } if (runtimeData.jumpSpeed >= maxJumpSpeed) @@ -431,14 +431,14 @@ void HandleJumping(float fixedDeltaTime) { runtimeData.groundState = GroundState.Falling; runtimeData.jumpSpeed = Mathf.Min(runtimeData.jumpSpeed, maxJumpSpeed); - runtimeData.jumpSpeed += Physics.gravity.y * fixedDeltaTime; + runtimeData.jumpSpeed += Physics.gravity.y * deltaTime; } else // maintain small downward speed for when falling off ledges - runtimeData.jumpSpeed = Physics.gravity.y * fixedDeltaTime; + runtimeData.jumpSpeed = Physics.gravity.y * deltaTime; } - void HandleMove(float fixedDeltaTime) + void HandleMove(float deltaTime) { // Initialize target movement variables float targetMoveX = 0f; @@ -453,18 +453,18 @@ void HandleMove(float fixedDeltaTime) if (targetMoveX == 0f) { if (!controlOptions.HasFlag(ControlOptions.AutoRun)) - runtimeData.horizontal = Mathf.MoveTowards(runtimeData.horizontal, targetMoveX, inputGravity * fixedDeltaTime); + runtimeData.horizontal = Mathf.MoveTowards(runtimeData.horizontal, targetMoveX, inputGravity * deltaTime); } else - runtimeData.horizontal = Mathf.MoveTowards(runtimeData.horizontal, targetMoveX, inputSensitivity * fixedDeltaTime); + runtimeData.horizontal = Mathf.MoveTowards(runtimeData.horizontal, targetMoveX, inputSensitivity * deltaTime); if (targetMoveZ == 0f) { if (!controlOptions.HasFlag(ControlOptions.AutoRun)) - runtimeData.vertical = Mathf.MoveTowards(runtimeData.vertical, targetMoveZ, inputGravity * fixedDeltaTime); + runtimeData.vertical = Mathf.MoveTowards(runtimeData.vertical, targetMoveZ, inputGravity * deltaTime); } else - runtimeData.vertical = Mathf.MoveTowards(runtimeData.vertical, targetMoveZ, inputSensitivity * fixedDeltaTime); + runtimeData.vertical = Mathf.MoveTowards(runtimeData.vertical, targetMoveZ, inputSensitivity * deltaTime); } void ApplyMove(float fixedDeltaTime)