Switch back to sphere casting

This commit is contained in:
2022-08-18 12:06:09 -07:00
parent 6c513aafc7
commit 5c88184fec
6 changed files with 54 additions and 30 deletions

View File

@@ -1,27 +1,28 @@
using UnityEngine;
using Scampz.GameJam.Assets.Scripts.Player;
using UnityEngine;
namespace Scampz.GameJam.Assets.Scripts
{
public class CharacterInputController : MonoBehaviour
{
private CharacterController _controller;
private RayCaster _caster;
public float Speed = 10f;
public float RotateSpeed = 720.0f;
private Animator _animator;
private PlayerState _playerState;
private void Start()
{
_controller = GetComponent<CharacterController>();
_caster = _controller.GetComponent<RayCaster>();
_animator = GetComponent<Animator>();
_playerState = GetComponent<PlayerState>();
}
void Update()
{
var direction = new Vector3(Input.GetAxisRaw(InputOptions.Horizontal), 0, Input.GetAxisRaw(InputOptions.Vertical)).normalized;
if (_caster.IsWithinBounds())
if (_playerState.CanMove)
_controller.SimpleMove(-direction * Speed);
if (direction != Vector3.zero)

View File

@@ -8,17 +8,30 @@ namespace Scampz.GameJam.Assets.Scripts
private float rayCastDistance = 1f;
[SerializeField]
private float rayCastAngle = 45f;
[SerializeField]
private float sphereRadius = 2f;
//public bool IsWithinBounds()
//{
// var offsetAngle = Quaternion.AngleAxis(rayCastAngle, transform.right);
// return Physics.Raycast(transform.position, offsetAngle * transform.forward);
//}
public bool IsWithinBounds()
{
var offsetAngle = Quaternion.AngleAxis(rayCastAngle, transform.right);
return Physics.Raycast(transform.position, offsetAngle * transform.forward);
var ray = new Ray(transform.position, offsetAngle * transform.forward);
return Physics.SphereCast(ray, sphereRadius, rayCastDistance);
}
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
var offsetAngle = Quaternion.AngleAxis(rayCastAngle, transform.right);
Debug.DrawRay(transform.position, offsetAngle * transform.forward * rayCastDistance);
var direction = offsetAngle * transform.forward;
Debug.DrawLine(transform.position, transform.position + direction * rayCastDistance);
Gizmos.DrawWireSphere(transform.position + direction * rayCastDistance, sphereRadius);
}
}
}

View File

@@ -1,21 +0,0 @@
using UnityEngine;
namespace Scampz.GameJam.Assets.Scripts.Player
{
public class Player : MonoBehaviour
{
private Animator _animator;
private void Start()
{
_animator = GetComponent<Animator>();
}
private void Update()
{
var player = GameObject.FindGameObjectWithTag("Player");
var cc = player.GetComponent<CharacterController>();
_animator.SetFloat("Speed", cc.velocity.magnitude);
}
}
}

View File

@@ -0,0 +1,30 @@
using UnityEngine;
namespace Scampz.GameJam.Assets.Scripts.Player
{
public class PlayerState : MonoBehaviour
{
private Animator _animator;
private RayCaster _rayCaster;
private bool _canMove;
private GameObject _player;
private CharacterController _characterController;
private void Start()
{
_animator = GetComponent<Animator>();
_rayCaster = GetComponent<RayCaster>();
_player = GameObject.FindGameObjectWithTag("Player");
_characterController = _player.GetComponent<CharacterController>();
}
private void Update()
{
_animator.SetFloat("Speed", _characterController.velocity.magnitude);
_canMove = _rayCaster.IsWithinBounds();
}
public bool CanMove => _canMove;
}
}