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3DBlobici-WorkingTitle/3D blobici/Assets/Scripts/Player/PlayerMovement.cs

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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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public class PlayerMovement : MonoBehaviour
{
public float moveSpeed = 5f;
public float sprintSpeed = 10f;
public float gravity = -9.81f;
public float rotationSpeed = 10f;
private CharacterController controller;
private Vector3 velocity;
private Vector3 move;
private PlayerSkillTree PlayerSkills;
private PlayerSkillHandler playerSkillHandler;
private void Awake()
{
PlayerSkills = PlayerSkillTree.Instance;
playerSkillHandler = new PlayerSkillHandler();
}
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void Start()
{
controller = GetComponent<CharacterController>();
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
/* Ugly part here, need to rewrite later */
float moveX = Input.GetAxisRaw("Horizontal");
float moveZ = Input.GetAxisRaw("Vertical");
/* End of the ugly part :P */
move = new Vector3(moveX, 0, moveZ).normalized;
StartCoroutine(playerSkillHandler.DashCoroutine(controller, move));
}
if (Input.GetKeyDown(KeyCode.L))
{
if(PlayerSkills.TryUsePotion(PotionHandler.PotionType.HealthBig))
{
Debug.Log("Potion used!");
}
else
{
Debug.Log("Potion not available!");
}
}
}
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void FixedUpdate()
{
if (playerSkillHandler.IsDashing())
{
Physics.IgnoreLayerCollision(6, 7, true);
}
else
{
Physics.IgnoreLayerCollision(6, 7, false);
}
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HandleMovement();
ApplyGravity();
}
void HandleMovement()
{
float moveX = Input.GetAxisRaw("Horizontal");
float moveZ = Input.GetAxisRaw("Vertical");
move = new Vector3(moveX, 0, moveZ).normalized;
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if (move.magnitude >= 0.1f)
{
float currentSpeed = Input.GetKey(KeyCode.LeftShift) ? sprintSpeed : moveSpeed;
Quaternion targetRotation = Quaternion.LookRotation(move);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.fixedDeltaTime);
controller.Move(move * currentSpeed * Time.fixedDeltaTime);
}
}
void ApplyGravity()
{
if (IsGrounded() && velocity.y < 0) velocity.y = -2f;
velocity.y += gravity * Time.fixedDeltaTime;
controller.Move(velocity * Time.fixedDeltaTime);
}
bool IsGrounded()
{
float groundDistance = 0.2f;
return Physics.Raycast(transform.position, Vector3.down, groundDistance);
}
public List<PlayerSkillTree.Skills> GetPlayerSkills()
{
return PlayerSkills.GetPlayerSkills();
}
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}