RobotFire/Assets/Scripts/Runtime/Core/Classes/RobotControllerStandart.cs
AderKonstantin 60f1839590 many updates
add Engineer, Trooper & Builder
add wall Movement Test scene
change packages
and other staff (non-code specific)
2024-11-25 00:31:54 +03:00

175 lines
4.7 KiB
C#

using Unity.Netcode;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
public class RobotControllerStandart : NetworkBehaviour
{
[Header("Objects")]
[SerializeField] private Rigidbody rb;
[SerializeField] protected Camera mainCam;
[SerializeField] private Weapon weapon;
[SerializeField] private float upDownRange = 90f;
private float verticalRotation;
[Header("Movement")]
[SerializeField] private float walkSpeed = 5.0f;
[SerializeField] private float sprintMultiplier = 5.0f;
float speedMultiplier = 1f;
[Header("Gravity / JumpForce")]
[SerializeField] private float gravity = 9.81f;
[SerializeField] private float jumpForce = 5f;
[Header("Look Sensitivity")]
[SerializeField] private float m_lookSensitivity = 3.0f;
private bool m_cursorIsLocked = true;
[Header("Input Actions")]
[SerializeField] private PlayerInput playerInput;
private Vector2 moveInput;
private Vector2 lookInput;
private bool isMoving;
private Vector3 currentMovement = Vector3.zero;
private void Awake()
{
rb = GetComponent<Rigidbody>();
playerInput = GetComponent<PlayerInput>();
rb.isKinematic = true;
}
// // PlayerInput Events
// public void OnConsoleButtonPressed(InputAction.CallbackContext context)
// {
// if (context.performed)
// {
// Debug.Log("Console");
// if (LocalDeveloperConsoleOpened) {
// LocalDeveloperConsoleOpened = false;
// devConsole.CloseConsole();
// }
// else {
// LocalDeveloperConsoleOpened = true;
// devConsole.OpenConsole();
// }
// }
// }
// public void OnMove(InputAction.CallbackContext context)
// {
// moveInput = context.ReadValue<Vector2>();
// }
// public void OnLook(InputAction.CallbackContext context)
// {
// lookInput = context.ReadValue<Vector2>();
// }
// public void OnSprint(InputAction.CallbackContext context)
// {
// if (context.performed)
// {
// Debug.Log("Running");
// speedMultiplier = sprintMultiplier;
// }
// else
// {
// speedMultiplier = 1f;
// }
// }
// public void OnJump(InputAction.CallbackContext context)
// {
// if (context.performed)
// {
// // JumpServerRPC();
// }
// }
// public void OnAttack(InputAction.CallbackContext context)
// {
// if (context.performed)
// {
// // ShootServerRPC();
// }
// }
// private void Update()
// {
// if (!IsOwner)
// {
// return;
// }
// HandleRotation();
// }
// private void HandleMovement()
// {
// float verticalSpeed = moveInput.y * walkSpeed * speedMultiplier;
// float horizontalSpeed = moveInput.x * walkSpeed * speedMultiplier;
// Vector3 horizontalMovement = new Vector3 (horizontalSpeed, 0, verticalSpeed);
// horizontalMovement = transform.rotation * horizontalMovement;
// handleGravityAndJumping();
// currentMovement.x = horizontalMovement.x;
// currentMovement.z = horizontalMovement.z;
// characterController.Move(currentMovement * Time.deltaTime);
// isMoving = moveInput.y != 0 || moveInput.x != 0;
// }
// private void handleGravityAndJumping()
// {
// if (characterController.isGrounded)
// {
// currentMovement.y = -0.5f;
// }
// else
// {
// currentMovement.y -= gravity * Time.deltaTime;
// }
// }
// void HandleRotation()
// {
// float mouseXRotation = lookInput.x * m_lookSensitivity;
// transform.Rotate(0, mouseXRotation, 0);
// verticalRotation -= lookInput.y * m_lookSensitivity;
// verticalRotation = Mathf.Clamp(verticalRotation, -upDownRange, upDownRange);
// mainCam.transform.localRotation = Quaternion.Euler(verticalRotation, 0, 0);
// }
// // // Networking Staff
// // [ServerRpc]
// // private void JumpServerRPC()
// // {
// // if (characterController.isGrounded)
// // {
// // currentMovement.y = jumpForce;
// // Debug.Log("Debug.Log(currentMovement.y): " + currentMovement.y);
// // Debug.Log("Jumping triggered.");
// // }
// // }
// // [ServerRpc]
// // private void ShootServerRPC()
// // {
// // weapon.Shooting();
// // Debug.Log("Shooting triggered.");
// // }
}