Commit 30f9d5eb by alsunj

Add playerevents and playermanager

invoke playerevents from playercontroller that trigger player animations
parent 665dc919
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using UnityEngine;
public class PlayerAnimatorEventManager : MonoBehaviour
{
}
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fileFormatVersion: 2
guid: 07e9d1c54bd8feb41954ed530671ed66
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using System;
public class PlayerEvents
{
public event Action<bool> onPlayerWalk;
public event Action<bool> onPlayerRun;
public event Action onPlayerInteract;
public void PlayerWalk(bool state)
{
if (onPlayerWalk != null)
{
onPlayerWalk(state);
}
}
public void PlayerRun(bool state)
{
if (onPlayerRun != null)
{
onPlayerRun(state);
}
}
public void PlayerInteract()
{
if (onPlayerInteract != null)
{
onPlayerInteract();
}
}
}
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fileFormatVersion: 2
guid: 7a3211199332d574ca6a12ab22db19f0
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using UnityEngine;
public class PlayerManager : MonoBehaviour
{
public PlayerEvents playerEvents;
public void Initialize()
{
playerEvents = new PlayerEvents();
}
}
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fileFormatVersion: 2
guid: c5e28a848c1e15846a459b682cc64164
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......@@ -5,7 +5,10 @@ using UnityEngine;
public class PlayerAnimator : NetworkBehaviour
{
private const string IS_WALKING = "IsWalking";
[SerializeField] private PlayerController _playerController;
private const string IS_RUNNING = "IsRunning";
private const string IS_INTERACTING = "Interact";
private PlayerEvents _playerEvents;
private Animator _animator;
private void Awake()
......@@ -13,13 +16,48 @@ public class PlayerAnimator : NetworkBehaviour
_animator = GetComponentInChildren<Animator>();
}
private void OnDisable()
{
if (_playerEvents != null)
{
_playerEvents.onPlayerWalk -= SetPlayerWalkBool;
_playerEvents.onPlayerRun -= SetPlayerRunBool;
_playerEvents.onPlayerInteract -= SetPlayerInteract;
}
}
public void InitializeEvents(PlayerEvents playerEvents)
{
this._playerEvents = playerEvents;
if (_playerEvents != null)
{
_playerEvents.onPlayerWalk += SetPlayerWalkBool;
_playerEvents.onPlayerRun += SetPlayerRunBool;
_playerEvents.onPlayerInteract += SetPlayerInteract;
}
}
private void Update()
{
// if (!IsOwner)
// {
// return;
// }
if (!IsOwner)
{
return;
}
}
private void SetPlayerRunBool(bool obj)
{
_animator.SetBool(IS_RUNNING, obj);
}
_animator.SetBool(IS_WALKING, _playerController.IsWalking());
private void SetPlayerWalkBool(bool obj)
{
_animator.SetBool(IS_WALKING, obj);
}
private void SetPlayerInteract()
{
_animator.SetTrigger(IS_INTERACTING);
}
}
\ No newline at end of file
......@@ -8,12 +8,14 @@ public class PlayerController : NetworkBehaviour
[SerializeField] private PlayerInteractionSettings playerInteractionSettings;
[SerializeField] private float speed = 2f;
[SerializeField] private InputReader _inputReader;
private PlayerManager _playerManager;
private PlayerAnimator _playerAnimator;
private Rigidbody _rb;
[SerializeField] private Camera _camera;
private Camera _camera;
public Vector3 offset = new Vector3(0, 7.4f, -6.4f);
//camera public Vector3 eulerAngles = new Vector3(40.45f, 0, 0);
public Vector3 cameraAngle = new Vector3(40.45f, 0, 0);
private Vector2 _movementInput;
public float fov = 60;
......@@ -74,10 +76,47 @@ public class PlayerController : NetworkBehaviour
private void Start()
{
_camera = GetComponentInChildren<Camera>();
_sprintRemaining = sprintDuration;
_playerManager = GetComponent<PlayerManager>();
if (_playerManager == null)
{
Debug.LogError("PlayerManager is null");
}
else
{
_playerManager.Initialize();
}
_playerAnimator = GetComponentInChildren<PlayerAnimator>();
if (_playerAnimator == null)
{
Debug.LogError("PlayerAnimator is null");
}
else
{
_playerAnimator.InitializeEvents(_playerManager.playerEvents);
}
_camera = FindFirstObjectByType<Camera>();
if (_camera == null)
{
Debug.LogError("Camera is null");
}
else
{
_camera.transform.rotation = Quaternion.Euler(40.45f, 0, 0);
}
_inputReader.InitializeInput();
_rb = GetComponent<Rigidbody>();
_rb.isKinematic = false; // Ensure isKinematic is false
if (_rb == null)
{
Debug.LogError("Rigidbody is null");
}
}
private void OnSprint(bool state)
......@@ -92,6 +131,11 @@ public class PlayerController : NetworkBehaviour
private void Update()
{
if (!IsOwner)
{
return;
}
if (enableSprint)
{
if (_isSprinting && !_isSprintCooldown)
......@@ -153,12 +197,20 @@ public class PlayerController : NetworkBehaviour
private void FixedUpdate()
{
if (!IsOwner)
{
return;
}
#region Movement
if (playerCanMove)
{
// Use the input from _movementInput to determine movement
Vector3 targetVelocity = new Vector3(_movementInput.x, 0, _movementInput.y);
//Vector3 targetVelocity = new Vector3(_movementInput.x, 0, _movementInput.y);
//the line below doesn't let the player move backwards
Vector3 targetVelocity = new Vector3(_movementInput.x, 0, Mathf.Max(0, _movementInput.y));
targetVelocity = transform.TransformDirection(targetVelocity);
// Checks if player is walking and is grounded
if (targetVelocity.x != 0 || targetVelocity.z != 0)
......@@ -187,44 +239,33 @@ public class PlayerController : NetworkBehaviour
_isWalking = false;
}
// All movement calculations while sprint is active
if (enableSprint && _isSprinting && _sprintRemaining > 0f && !_isSprintCooldown)
{
targetVelocity = transform.TransformDirection(targetVelocity) * sprintSpeed;
Vector3 velocity = _rb.linearVelocity;
Vector3 velocityChange = (targetVelocity - velocity);
velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
velocityChange.y = 0;
if (velocityChange.x != 0 || velocityChange.z != 0)
{
_isSprinting = true;
}
_rb.AddForce(velocityChange, ForceMode.VelocityChange);
targetVelocity *= sprintSpeed;
}
// All movement calculations while walking
else
{
_isSprinting = false;
targetVelocity *= walkSpeed;
}
_playerManager.playerEvents.PlayerRun(_isSprinting);
_playerManager.playerEvents.PlayerWalk(_isWalking);
targetVelocity = transform.TransformDirection(targetVelocity) * walkSpeed;
Vector3 velocity = _rb.linearVelocity;
Vector3 velocityChange = (targetVelocity - velocity);
velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
velocityChange.y = 0;
_rb.AddForce(velocityChange, ForceMode.VelocityChange);
}
Vector3 velocity = _rb.linearVelocity;
Vector3 velocityChange = (targetVelocity - velocity);
velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
velocityChange.y = 0;
_rb.AddForce(velocityChange, ForceMode.VelocityChange);
// this check doesn't rotate player if he's not moving
if (targetVelocity != Vector3.zero)
{
Quaternion targetRotation = Quaternion.LookRotation(targetVelocity);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, speed * Time.fixedDeltaTime);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, 0.1f);
}
}
......@@ -242,8 +283,7 @@ public class PlayerController : NetworkBehaviour
private void UpdateCamera()
{
_camera.transform.localPosition = offset;
_camera.transform.localRotation = Quaternion.Euler(40.45f, 0, 0);
_camera.transform.position = offset + gameObject.transform.position;
}
private void CheckForInteractableCollision()
......@@ -256,7 +296,9 @@ public class PlayerController : NetworkBehaviour
switch (hitCollider.GetComponent<IInteractable>())
{
case Chest chest:
_playerManager.playerEvents.PlayerInteract();
chest.Interact();
break;
}
}
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