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capsuleCollider; + [HideInInspector] + public float defaultCapsuleColliderHeight; + + public GroundCheck groundCheck; + public FirstPersonMovement character; + + public KeyCode key = KeyCode.LeftControl; + public bool IsCrouched { get; private set; } + public event System.Action CrouchStart, CrouchEnd; + + + void Reset() + { + head = GetComponentInChildren().transform; + capsuleCollider = GetComponentInChildren(); + character = GetComponentInParent(); + + // Get or create the groundCheck object. + groundCheck = GetComponentInChildren(); + if (!groundCheck) + groundCheck = GroundCheck.Create(transform); + } + + void Start() + { + defaultHeadYLocalPosition = head.localPosition.y; + if (capsuleCollider) + defaultCapsuleColliderHeight = capsuleCollider.height; + } + + void LateUpdate() + { + if (Input.GetKey(key)) + { + // Enforce crouched y local position of the head. + head.localPosition = new Vector3(head.localPosition.x, crouchYLocalPosition, head.localPosition.z); + + // Lower the capsule collider. + if (capsuleCollider) + { + capsuleCollider.height = defaultCapsuleColliderHeight - (defaultHeadYLocalPosition - crouchYLocalPosition); + capsuleCollider.center = Vector3.up * capsuleCollider.height * .5f; + } + + // Set state. + if (!IsCrouched) + { + IsCrouched = true; + SetSpeedOverrideActive(true); + CrouchStart?.Invoke(); + } + } + else if (IsCrouched) + { + // Reset the head to its default y local position. + head.localPosition = new Vector3(head.localPosition.x, defaultHeadYLocalPosition, head.localPosition.z); + + // Reset the capsule collider's position. + if (capsuleCollider) + { + capsuleCollider.height = defaultCapsuleColliderHeight; + capsuleCollider.center = Vector3.up * capsuleCollider.height * .5f; + } + + // Reset state. + IsCrouched = false; + SetSpeedOverrideActive(false); + CrouchEnd?.Invoke(); + } + } + + + void SetSpeedOverrideActive(bool state) + { + if (state && !character.speedOverrides.Contains(SpeedOverride)) + character.speedOverrides.Add(SpeedOverride); + if (!state && character.speedOverrides.Contains(SpeedOverride)) + character.speedOverrides.Remove(SpeedOverride); + } + + float SpeedOverride() => crouchSpeed; +} diff --git a/Assets/First person controller/Scripts/Components/FirstPersonAudio.cs b/Assets/First person controller/Scripts/Components/FirstPersonAudio.cs new file mode 100644 index 0000000..f263673 --- /dev/null +++ b/Assets/First person controller/Scripts/Components/FirstPersonAudio.cs @@ -0,0 +1,148 @@ +using UnityEngine; + +public class FirstPersonAudio : MonoBehaviour +{ + public FirstPersonMovement character; + public GroundCheck groundCheck; + + [Header("Step")] + public AudioSource stepAudio; + public AudioSource runningAudio; + [Tooltip("Minimum velocity for the step audio to play")] + public float velocityThreshold = .01f; + Vector2 lastCharacterPosition; + Vector2 CurrentCharacterPosition => new Vector2(character.transform.position.x, character.transform.position.z); + + [Header("Landing")] + public AudioSource landingAudio; + public AudioClip[] landingSFX; + + [Header("Jump")] + public Jump jump; + public AudioSource jumpAudio; + public AudioClip[] jumpSFX; + + [Header("Crouch")] + public Crouch crouch; + public AudioSource crouchStartAudio, crouchedAudio, crouchEndAudio; + public AudioClip[] crouchStartSFX, crouchEndSFX; + + + void Reset() + { + // Setup stuff. + character = GetComponentInParent(); + groundCheck = (transform.parent ?? transform).GetComponentInChildren(); + stepAudio = GetOrCreateAudioSource("Step audio"); + runningAudio = GetOrCreateAudioSource("Running audio"); + landingAudio = GetOrCreateAudioSource("Landing audio"); + + // Jump audio. + jump = GetComponentInParent(); + if (jump) + jumpAudio = GetOrCreateAudioSource("Jump audio"); + + // Crouch audio. + crouch = GetComponentInParent(); + if (crouch) + { + crouchStartAudio = GetOrCreateAudioSource("Crouch start audio"); + crouchStartAudio = GetOrCreateAudioSource("Crouched audio"); + crouchStartAudio = GetOrCreateAudioSource("Crouch end audio"); + } + } + + void OnEnable() + { + // Subscribe to events. + groundCheck.Grounded += PlayLandingAudio; + if (jump) + jump.Jumped += PlayJumpAudio; + if (crouch) + { + crouch.CrouchStart += PlayCrouchStartAudio; + crouch.CrouchEnd += PlayCrouchEndAudio; + } + } + + void OnDisable() + { + // Unsubscribe to events. + groundCheck.Grounded -= PlayLandingAudio; + if (jump) + jump.Jumped -= PlayJumpAudio; + if (crouch) + { + crouch.CrouchStart -= PlayCrouchStartAudio; + crouch.CrouchEnd -= PlayCrouchEndAudio; + } + } + + void FixedUpdate() + { + // Play moving audio if the character is moving and on the ground. + float velocity = Vector3.Distance(CurrentCharacterPosition, lastCharacterPosition); + if (velocity >= velocityThreshold && groundCheck.isGrounded) + { + if (crouch && crouch.IsCrouched) + UpdateMovingAudios(crouchedAudio, runningAudio, stepAudio); + else if (character.IsRunning) + UpdateMovingAudios(runningAudio, stepAudio, crouchedAudio); + else + UpdateMovingAudios(stepAudio, crouchedAudio, runningAudio); + } + else + UpdateMovingAudios(null, stepAudio, crouchedAudio, runningAudio); + lastCharacterPosition = CurrentCharacterPosition; + } + + + static void UpdateMovingAudios(AudioSource audioToPlay, params AudioSource[] audiosToPause) + { + // Play audio to play and pause the others. + if (audioToPlay && !audioToPlay.isPlaying) + audioToPlay.Play(); + foreach (var audio in audiosToPause) + if (audio) + audio.Pause(); + } + + void PlayLandingAudio() => PlayRandomClip(landingAudio, landingSFX); + void PlayJumpAudio() => PlayRandomClip(jumpAudio, jumpSFX); + void PlayCrouchStartAudio() => PlayRandomClip(crouchStartAudio, crouchStartSFX); + void PlayCrouchEndAudio() => PlayRandomClip(crouchEndAudio, crouchEndSFX); + + + #region Utility. + AudioSource GetOrCreateAudioSource(string name) + { + // Try to get the audiosource. + AudioSource result = System.Array.Find(GetComponentsInChildren(), a => a.name == name); + if (result) + return result; + + // Audiosource does not exist, create it. + result = new GameObject(name).AddComponent(); + result.spatialBlend = 1; + result.playOnAwake = false; + result.transform.SetParent(transform, false); + return result; + } + + void PlayRandomClip(AudioSource audio, AudioClip[] clips) + { + if (!audio || clips.Length <= 0) + return; + + // Get a random clip. If possible, make sure that it's not the same as the clip that is already on the audiosource. + AudioClip clip = clips[Random.Range(0, clips.Length)]; + if (clips.Length > 1) + while (clip == audio.clip) + clip = clips[Random.Range(0, clips.Length)]; + + // Play the clip. + audio.clip = clip; + audio.Play(); + } + #endregion +} diff --git a/Assets/First person controller/Scripts/Components/GroundCheck.cs b/Assets/First person controller/Scripts/Components/GroundCheck.cs new file mode 100644 index 0000000..a2ab939 --- /dev/null +++ b/Assets/First person controller/Scripts/Components/GroundCheck.cs @@ -0,0 +1,40 @@ +using UnityEngine; + +public class GroundCheck : MonoBehaviour +{ + public float maxGroundDistance = .3f; + public bool isGrounded = true; + public event System.Action Grounded; + + + void Reset() => transform.localPosition = Vector3.up * .01f; + + void LateUpdate() + { + bool isGroundedNow = Physics.Raycast(transform.position, Vector3.down, maxGroundDistance); + if (isGroundedNow && !isGrounded) + Grounded?.Invoke(); + isGrounded = isGroundedNow; + } + + void OnDrawGizmosSelected() + { + RaycastHit hit; + if (Physics.Raycast(transform.position, Vector3.down, out hit, maxGroundDistance)) + Debug.DrawLine(transform.position, hit.point, Color.white); + else + Debug.DrawLine(transform.position, transform.position + Vector3.down * maxGroundDistance, Color.red); + } + + + public static GroundCheck Create(Transform parent) + { + GameObject newGroundCheck = new GameObject("Ground check"); +#if UNITY_EDITOR + UnityEditor.Undo.RegisterCreatedObjectUndo(newGroundCheck, "Created ground check"); +#endif + newGroundCheck.transform.parent = parent; + newGroundCheck.transform.localPosition = Vector3.up * .01f; + return newGroundCheck.AddComponent(); + } +} diff --git a/Assets/First person controller/Scripts/Components/Jump.cs b/Assets/First person controller/Scripts/Components/Jump.cs new file mode 100644 index 0000000..96456dd --- /dev/null +++ b/Assets/First person controller/Scripts/Components/Jump.cs @@ -0,0 +1,32 @@ +using UnityEngine; + +public class Jump : MonoBehaviour +{ + [SerializeField] + GroundCheck groundCheck; + Rigidbody rigidbody; + public float jumpStrength = 2; + public event System.Action Jumped; + + + void Reset() + { + groundCheck = GetComponentInChildren(); + if (!groundCheck) + groundCheck = GroundCheck.Create(transform); + } + + void Awake() + { + rigidbody = GetComponent(); + } + + void LateUpdate() + { + if (Input.GetButtonDown("Jump") && groundCheck.isGrounded) + { + rigidbody.AddForce(Vector3.up * 100 * jumpStrength); + Jumped?.Invoke(); + } + } +} diff --git a/Assets/First person controller/Scripts/Components/Zoom.cs b/Assets/First person controller/Scripts/Components/Zoom.cs new file mode 100644 index 0000000..85f53f1 --- /dev/null +++ b/Assets/First person controller/Scripts/Components/Zoom.cs @@ -0,0 +1,31 @@ +using UnityEngine; + +public class Zoom : MonoBehaviour +{ + public float sensitivity = 1; + Camera camera; + [HideInInspector] + public float defaultFOV; + [Tooltip("Effectively the min FOV that we can reach while zooming with this camera.")] + public float maxZoom = 15; + [HideInInspector] + public float zoomAmount; + + + void Awake() + { + camera = GetComponent(); + } + + void Start() + { + defaultFOV = camera.fieldOfView; + } + + void Update() + { + zoomAmount += Input.mouseScrollDelta.y * sensitivity * .05f; + zoomAmount = Mathf.Clamp01(zoomAmount); + camera.fieldOfView = Mathf.Lerp(defaultFOV, maxZoom, zoomAmount); + } +} diff --git a/Assets/First person controller/Scripts/FirstPersonLook.cs b/Assets/First person controller/Scripts/FirstPersonLook.cs new file mode 100644 index 0000000..da600c9 --- /dev/null +++ b/Assets/First person controller/Scripts/FirstPersonLook.cs @@ -0,0 +1,35 @@ +using UnityEngine; + +public class FirstPersonLook : MonoBehaviour +{ + [SerializeField] + Transform character; + Vector2 currentMouseLook; + Vector2 appliedMouseDelta; + public float sensitivity = 1; + public float smoothing = 2; + + + void Reset() + { + character = GetComponentInParent().transform; + } + + void Start() + { + Cursor.lockState = CursorLockMode.Locked; + } + + void Update() + { + // Get smooth mouse look. + Vector2 smoothMouseDelta = Vector2.Scale(new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y")), Vector2.one * sensitivity * smoothing); + appliedMouseDelta = Vector2.Lerp(appliedMouseDelta, smoothMouseDelta, 1 / smoothing); + currentMouseLook += appliedMouseDelta; + currentMouseLook.y = Mathf.Clamp(currentMouseLook.y, -90, 90); + + // Rotate camera and controller. + transform.localRotation = Quaternion.AngleAxis(-currentMouseLook.y, Vector3.right); + character.localRotation = Quaternion.AngleAxis(currentMouseLook.x, Vector3.up); + } +} diff --git a/Assets/First person controller/Scripts/FirstPersonMovement.cs b/Assets/First person controller/Scripts/FirstPersonMovement.cs new file mode 100644 index 0000000..e4011fb --- /dev/null +++ b/Assets/First person controller/Scripts/FirstPersonMovement.cs @@ -0,0 +1,29 @@ +using System.Collections.Generic; +using UnityEngine; + +public class FirstPersonMovement : MonoBehaviour +{ + public float speed = 5; + Vector2 velocity; + + [Header("Running")] + public bool canRun = true; + public bool IsRunning { get; private set; } + public float runSpeed = 9; + public KeyCode runningKey = KeyCode.LeftShift; + /// Functions to override movement speed. 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