├── .gitignore
├── README.md
└── Simple FPS Controller
├── Assets
├── Simple FPS Controller.meta
└── Simple FPS Controller
│ ├── Materials.meta
│ ├── Materials
│ ├── Column.mat
│ ├── Column.mat.meta
│ ├── Grid.mat
│ ├── Grid.mat.meta
│ ├── Grid2x.mat
│ ├── Grid2x.mat.meta
│ ├── Light-Gray.mat
│ ├── Light-Gray.mat.meta
│ ├── Textures.meta
│ ├── Textures
│ │ ├── black_grid.png
│ │ ├── black_grid.png.meta
│ │ ├── blue_grid.png
│ │ ├── blue_grid.png.meta
│ │ ├── red_grid.png
│ │ └── red_grid.png.meta
│ ├── WallRun.mat
│ └── WallRun.mat.meta
│ ├── README.pdf
│ ├── README.pdf.meta
│ ├── Scenes.meta
│ ├── Scenes
│ ├── Example.meta
│ ├── Example.unity
│ ├── Example.unity.meta
│ └── Example
│ │ ├── Example_Model.obj
│ │ ├── Example_Model.obj.meta
│ │ ├── LightingData.asset
│ │ ├── LightingData.asset.meta
│ │ ├── Lightmap-0_comp_dir.png
│ │ ├── Lightmap-0_comp_dir.png.meta
│ │ ├── Lightmap-0_comp_light.exr
│ │ ├── Lightmap-0_comp_light.exr.meta
│ │ ├── Lightmap-10_comp_dir.png
│ │ ├── Lightmap-10_comp_dir.png.meta
│ │ ├── Lightmap-10_comp_light.exr
│ │ ├── Lightmap-10_comp_light.exr.meta
│ │ ├── Lightmap-11_comp_dir.png
│ │ ├── Lightmap-11_comp_dir.png.meta
│ │ ├── Lightmap-11_comp_light.exr
│ │ ├── Lightmap-11_comp_light.exr.meta
│ │ ├── Lightmap-12_comp_dir.png
│ │ ├── Lightmap-12_comp_dir.png.meta
│ │ ├── Lightmap-12_comp_light.exr
│ │ ├── Lightmap-12_comp_light.exr.meta
│ │ ├── Lightmap-13_comp_dir.png
│ │ ├── Lightmap-13_comp_dir.png.meta
│ │ ├── Lightmap-13_comp_light.exr
│ │ ├── Lightmap-13_comp_light.exr.meta
│ │ ├── Lightmap-14_comp_dir.png
│ │ ├── Lightmap-14_comp_dir.png.meta
│ │ ├── Lightmap-14_comp_light.exr
│ │ ├── Lightmap-14_comp_light.exr.meta
│ │ ├── Lightmap-15_comp_dir.png
│ │ ├── Lightmap-15_comp_dir.png.meta
│ │ ├── Lightmap-15_comp_light.exr
│ │ ├── Lightmap-15_comp_light.exr.meta
│ │ ├── Lightmap-16_comp_dir.png
│ │ ├── Lightmap-16_comp_dir.png.meta
│ │ ├── Lightmap-16_comp_light.exr
│ │ ├── Lightmap-16_comp_light.exr.meta
│ │ ├── Lightmap-17_comp_dir.png
│ │ ├── Lightmap-17_comp_dir.png.meta
│ │ ├── Lightmap-17_comp_light.exr
│ │ ├── Lightmap-17_comp_light.exr.meta
│ │ ├── Lightmap-18_comp_dir.png
│ │ ├── Lightmap-18_comp_dir.png.meta
│ │ ├── Lightmap-18_comp_light.exr
│ │ ├── Lightmap-18_comp_light.exr.meta
│ │ ├── Lightmap-19_comp_dir.png
│ │ ├── Lightmap-19_comp_dir.png.meta
│ │ ├── Lightmap-19_comp_light.exr
│ │ ├── Lightmap-19_comp_light.exr.meta
│ │ ├── Lightmap-1_comp_dir.png
│ │ ├── Lightmap-1_comp_dir.png.meta
│ │ ├── Lightmap-1_comp_light.exr
│ │ ├── Lightmap-1_comp_light.exr.meta
│ │ ├── Lightmap-20_comp_dir.png
│ │ ├── Lightmap-20_comp_dir.png.meta
│ │ ├── Lightmap-20_comp_light.exr
│ │ ├── Lightmap-20_comp_light.exr.meta
│ │ ├── Lightmap-21_comp_dir.png
│ │ ├── Lightmap-21_comp_dir.png.meta
│ │ ├── Lightmap-21_comp_light.exr
│ │ ├── Lightmap-21_comp_light.exr.meta
│ │ ├── Lightmap-22_comp_dir.png
│ │ ├── Lightmap-22_comp_dir.png.meta
│ │ ├── Lightmap-22_comp_light.exr
│ │ ├── Lightmap-22_comp_light.exr.meta
│ │ ├── Lightmap-2_comp_dir.png
│ │ ├── Lightmap-2_comp_dir.png.meta
│ │ ├── Lightmap-2_comp_light.exr
│ │ ├── Lightmap-2_comp_light.exr.meta
│ │ ├── Lightmap-3_comp_dir.png
│ │ ├── Lightmap-3_comp_dir.png.meta
│ │ ├── Lightmap-3_comp_light.exr
│ │ ├── Lightmap-3_comp_light.exr.meta
│ │ ├── Lightmap-4_comp_dir.png
│ │ ├── Lightmap-4_comp_dir.png.meta
│ │ ├── Lightmap-4_comp_light.exr
│ │ ├── Lightmap-4_comp_light.exr.meta
│ │ ├── Lightmap-5_comp_dir.png
│ │ ├── Lightmap-5_comp_dir.png.meta
│ │ ├── Lightmap-5_comp_light.exr
│ │ ├── Lightmap-5_comp_light.exr.meta
│ │ ├── Lightmap-6_comp_dir.png
│ │ ├── Lightmap-6_comp_dir.png.meta
│ │ ├── Lightmap-6_comp_light.exr
│ │ ├── Lightmap-6_comp_light.exr.meta
│ │ ├── Lightmap-7_comp_dir.png
│ │ ├── Lightmap-7_comp_dir.png.meta
│ │ ├── Lightmap-7_comp_light.exr
│ │ ├── Lightmap-7_comp_light.exr.meta
│ │ ├── Lightmap-8_comp_dir.png
│ │ ├── Lightmap-8_comp_dir.png.meta
│ │ ├── Lightmap-8_comp_light.exr
│ │ ├── Lightmap-8_comp_light.exr.meta
│ │ ├── Lightmap-9_comp_dir.png
│ │ ├── Lightmap-9_comp_dir.png.meta
│ │ ├── Lightmap-9_comp_light.exr
│ │ ├── Lightmap-9_comp_light.exr.meta
│ │ ├── ReflectionProbe-0.exr
│ │ └── ReflectionProbe-0.exr.meta
│ ├── Scripts.meta
│ └── Scripts
│ ├── Grappling Hook.meta
│ ├── Grappling Hook
│ ├── SFPSC_GrapplingHook.cs
│ ├── SFPSC_GrapplingHook.cs.meta
│ ├── SFPSC_Rope.cs
│ └── SFPSC_Rope.cs.meta
│ ├── SFPSC_FPSCamera.cs
│ ├── SFPSC_FPSCamera.cs.meta
│ ├── SFPSC_KeyManager.cs
│ ├── SFPSC_KeyManager.cs.meta
│ ├── SFPSC_PlayerMovement.cs
│ ├── SFPSC_PlayerMovement.cs.meta
│ ├── Wall Run.meta
│ └── Wall Run
│ ├── SFPSC_WallRun.cs
│ └── SFPSC_WallRun.cs.meta
├── Packages
├── manifest.json
└── packages-lock.json
└── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
└── XRSettings.asset
/.gitignore:
--------------------------------------------------------------------------------
1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
4 | #
5 | [Ll]ibrary/
6 | [Tt]emp/
7 | [Oo]bj/
8 | [Bb]uild/
9 | [Bb]uilds/
10 | [Ll]ogs/
11 |
12 | # MemoryCaptures can get excessive in size.
13 | # They also could contain extremely sensitive data
14 | /[Mm]emoryCaptures/
15 |
16 | # Asset meta data should only be ignored when the corresponding asset is also ignored
17 | !/[Aa]ssets/**/*.meta
18 |
19 | # Uncomment this line if you wish to ignore the asset store tools plugin
20 | # /[Aa]ssets/AssetStoreTools*
21 |
22 | # Autogenerated Jetbrains Rider plugin
23 | /[Aa]ssets/Plugins/Editor/JetBrains*
24 |
25 | # Visual Studio cache directory
26 | .vs/
27 |
28 | # Gradle cache directory
29 | .gradle/
30 |
31 | # Autogenerated VS/MD/Consulo solution and project files
32 | ExportedObj/
33 | .consulo/
34 | *.csproj
35 | *.unityproj
36 | *.sln
37 | *.suo
38 | *.tmp
39 | *.user
40 | *.userprefs
41 | *.pidb
42 | *.booproj
43 | *.svd
44 | *.pdb
45 | *.mdb
46 | *.opendb
47 | *.VC.db
48 |
49 | # Unity3D generated meta files
50 | *.pidb.meta
51 | *.pdb.meta
52 | *.mdb.meta
53 |
54 | # Unity3D generated file on crash reports
55 | sysinfo.txt
56 |
57 | # Builds
58 | *.apk
59 | *.unitypackage
60 |
61 | # Crashlytics generated file
62 | crashlytics-build.properties
--------------------------------------------------------------------------------
/README.md:
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1 | # Simple-FPS-Controller
2 | Unity asset that can help you develop your First Person Game.
3 | This is a Rigidbody First Person Controller that supports Wall running and Grapple hook.
4 |
5 | 📲 Social Media and Contacts 📲
6 | ➡ WEBSITE - https://thedevelopers.tech
7 | 📌YOUTUBE - https://www.youtube.com/channel/UCwO0k5dccZrTW6-GmJsiFrg
8 | 📘FACEBOOK - https://www.facebook.com/VicTor-372230180173180
9 | 📒INSTAGRAM - https://www.instagram.com/thedeveloper10/
10 | 💎TWITTER - https://twitter.com/the_developer10
11 |
12 |
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3 | # 6/6/2020 9:47:28 PM
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/Simple FPS Controller/Assets/Simple FPS Controller/Scripts/Grappling Hook/SFPSC_Rope.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using UnityEngine;
5 |
6 | [RequireComponent(typeof(LineRenderer))]
7 | public class SFPSC_Rope : MonoBehaviour
8 | {
9 | [Header("Values")]
10 | public AnimationCurve effectOverTime;
11 | public AnimationCurve curve;
12 | public AnimationCurve curveEffectOverDistance;
13 | public float curveSize = 5;
14 | public float scrollSpeed = 5;
15 | public int segments = 100;
16 | public float animSpeed = 1.5f;
17 |
18 | private LineRenderer lineRenderer;
19 | private void Start()
20 | {
21 | lineRenderer = this.GetComponent();
22 | }
23 |
24 | private Vector3 _start;
25 | private Vector3 _end;
26 | private float _time;
27 | private bool _active;
28 |
29 | public void UpdateGrapple()
30 | {
31 | lineRenderer.enabled = _active;
32 | if (_active)
33 | ProcessBounce();
34 | }
35 |
36 | private Vector3[] vectors;
37 | private Quaternion forward;
38 | private Vector3 up, defaultPos;
39 | private float delta, realDelta, calcTime, effect;
40 | private int i = 0, d = 0;
41 | private void ProcessBounce()
42 | {
43 | vectors = new Vector3[segments + 1];
44 | _time = Mathf.MoveTowards(_time, 1f,
45 | Mathf.Max(Mathf.Lerp(_time, 1f, animSpeed * Time.deltaTime) - _time, 0.2f * Time.deltaTime));
46 |
47 | vectors[0] = _start;
48 |
49 | forward = Quaternion.LookRotation(_end - _start);
50 | up = forward * Vector3.up;
51 |
52 | for (i = 1; i < segments + 1; i++)
53 | {
54 | delta = 1f / segments * i;
55 | realDelta = delta * curveSize;
56 |
57 | if(realDelta > 1.0f)
58 | {
59 | d = (int)(realDelta - 1.0f);
60 | realDelta -= d;
61 | if (realDelta > 1.0f)
62 | realDelta -= 1.0f;
63 | }
64 |
65 | calcTime = realDelta + -scrollSpeed * _time;
66 | if (calcTime < 0f)
67 | {
68 | calcTime -= (int)calcTime;
69 | if (calcTime < 0f)
70 | calcTime += 1.0f;
71 | }
72 |
73 | defaultPos = GetPos(delta);
74 | effect = Eval(effectOverTime, _time) * Eval(curveEffectOverDistance, delta) * Eval(curve, calcTime);
75 |
76 | vectors[i] = defaultPos + up * effect;
77 | }
78 |
79 | lineRenderer.positionCount = vectors.Length;
80 | lineRenderer.SetPositions(vectors);
81 | }
82 |
83 | private Vector3 GetPos(float d)
84 | {
85 | return Vector3.Lerp(_start, _end, d);
86 | }
87 |
88 | private static float Eval(AnimationCurve ac, float t)
89 | {
90 | return ac.Evaluate(t * ac.keys.Select(k => k.time).Max());
91 | }
92 |
93 | public void Grapple(Vector3 start, Vector3 end)
94 | {
95 | _active = true;
96 | _time = 0f;
97 |
98 | _start = start;
99 | _end = end;
100 | }
101 |
102 | public void UnGrapple()
103 | {
104 | _active = false;
105 | }
106 |
107 | public void UpdateStart(Vector3 start)
108 | {
109 | _start = start;
110 | }
111 | }
112 |
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/Simple FPS Controller/Assets/Simple FPS Controller/Scripts/SFPSC_FPSCamera.cs:
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1 | /*
2 | ███████╗██╗██████╗ ██████╗████████╗ ██████╗ ███████╗██████╗ ██████╗ █████╗ ███╗ ██╗
3 | ██╔════╝██║██╔══██╗██╔════╝╚══██╔══╝ ██╔══██╗██╔════╝██╔══██╗██╔════╝██╔══██╗████╗ ██║
4 | █████╗ ██║██████╔╝╚█████╗ ██║ ██████╔╝█████╗ ██████╔╝╚█████╗ ██║ ██║██╔██╗██║
5 | ██╔══╝ ██║██╔══██╗ ╚═══██╗ ██║ ██╔═══╝ ██╔══╝ ██╔══██╗ ╚═══██╗██║ ██║██║╚████║
6 | ██║ ██║██║ ██║██████╔╝ ██║ ██║ ███████╗██║ ██║██████╔╝╚█████╔╝██║ ╚███║
7 | ╚═╝ ╚═╝╚═╝ ╚═╝╚═════╝ ╚═╝ ╚═╝ ╚══════╝╚═╝ ╚═╝╚═════╝ ╚════╝ ╚═╝ ╚══╝
8 |
9 | █████╗ █████╗ ███╗ ███╗███████╗██████╗ █████╗
10 | ██╔══██╗██╔══██╗████╗ ████║██╔════╝██╔══██╗██╔══██╗
11 | ██║ ╚═╝███████║██╔████╔██║█████╗ ██████╔╝███████║
12 | ██║ ██╗██╔══██║██║╚██╔╝██║██╔══╝ ██╔══██╗██╔══██║
13 | ╚█████╔╝██║ ██║██║ ╚═╝ ██║███████╗██║ ██║██║ ██║
14 | ╚════╝ ╚═╝ ╚═╝╚═╝ ╚═╝╚══════╝╚═╝ ╚═╝╚═╝ ╚═╝
15 |
16 | █████╗ █████╗ ███╗ ██╗████████╗██████╗ █████╗ ██╗ ██╗ ███████╗██████╗
17 | ██╔══██╗██╔══██╗████╗ ██║╚══██╔══╝██╔══██╗██╔══██╗██║ ██║ ██╔════╝██╔══██╗
18 | ██║ ╚═╝██║ ██║██╔██╗██║ ██║ ██████╔╝██║ ██║██║ ██║ █████╗ ██████╔╝
19 | ██║ ██╗██║ ██║██║╚████║ ██║ ██╔══██╗██║ ██║██║ ██║ ██╔══╝ ██╔══██╗
20 | ╚█████╔╝╚█████╔╝██║ ╚███║ ██║ ██║ ██║╚█████╔╝███████╗███████╗███████╗██║ ██║
21 | ╚════╝ ╚════╝ ╚═╝ ╚══╝ ╚═╝ ╚═╝ ╚═╝ ╚════╝ ╚══════╝╚══════╝╚══════╝╚═╝ ╚═╝
22 |
23 | █▄▄ █▄█ ▀█▀ █ █ █▀▀ █▀▄ █▀▀ █ █ █▀▀ █ █▀█ █▀█ █▀▀ █▀█
24 | █▄█ █ █ █▀█ ██▄ █▄▀ ██▄ ▀▄▀ ██▄ █▄▄ █▄█ █▀▀ ██▄ █▀▄
25 | */
26 | using System.Collections;
27 | using System.Collections.Generic;
28 | using UnityEngine;
29 |
30 | [RequireComponent(typeof(Camera))]
31 | public class SFPSC_FPSCamera : MonoBehaviour
32 | {
33 | public static SFPSC_FPSCamera cam;
34 | private Camera cam_;
35 |
36 | public float sensitivity = 3;
37 | [HideInInspector]
38 | public float mouseX, mouseY;
39 | public float maxUpAngle = 80;
40 | public float maxDownAngle = -80;
41 | public Transform player;
42 | public Transform CameraPosition;
43 |
44 | private void Awake()
45 | {
46 | cam = this;
47 | cam_ = this.GetComponent();
48 |
49 | Cursor.lockState = CursorLockMode.Locked;
50 | Cursor.visible = false;
51 | }
52 |
53 | private float rotX = 0.0f, rotY = 0.0f;
54 | [HideInInspector]
55 | public float rotZ = 0.0f;
56 | private void Update()
57 | {
58 | // Mouse input
59 | mouseX = Input.GetAxis("Mouse X") * sensitivity;
60 | mouseY = Input.GetAxis("Mouse Y") * sensitivity;
61 |
62 | // Calculations
63 | rotX -= mouseY;
64 | rotX = Mathf.Clamp(rotX, maxDownAngle, maxUpAngle);
65 | rotY += mouseX;
66 |
67 | // Placing values
68 | transform.localRotation = Quaternion.Euler(rotX, rotY, rotZ);
69 | player.Rotate(Vector3.up * mouseX);
70 | transform.position = CameraPosition.position;
71 | }
72 |
73 | public void Shake(float magnitude, float duration)
74 | {
75 | StartCoroutine(IShake(magnitude, duration));
76 | }
77 |
78 | private IEnumerator IShake(float mag, float dur)
79 | {
80 | WaitForEndOfFrame wfeof = new WaitForEndOfFrame();
81 | for(float t = 0.0f; t <= dur; t += Time.deltaTime)
82 | {
83 | rotZ = Random.Range(-mag, mag) * (t / dur - 1.0f);
84 | yield return wfeof;
85 | }
86 | rotZ = 0.0f;
87 | }
88 | }
89 |
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/Simple FPS Controller/Assets/Simple FPS Controller/Scripts/SFPSC_KeyManager.cs:
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1 | using UnityEngine;
2 |
3 | public static class SFPSC_KeyManager
4 | {
5 | public static KeyCode Jump = KeyCode.Space;
6 | public static KeyCode Run = KeyCode.LeftShift;
7 | public static KeyCode Grapple = KeyCode.E;
8 | }
9 |
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/Simple FPS Controller/Assets/Simple FPS Controller/Scripts/SFPSC_PlayerMovement.cs:
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1 | /*
2 | ███████╗██╗██████╗ ██████╗████████╗ ██████╗ ███████╗██████╗ ██████╗ █████╗ ███╗ ██╗
3 | ██╔════╝██║██╔══██╗██╔════╝╚══██╔══╝ ██╔══██╗██╔════╝██╔══██╗██╔════╝██╔══██╗████╗ ██║
4 | █████╗ ██║██████╔╝╚█████╗ ██║ ██████╔╝█████╗ ██████╔╝╚█████╗ ██║ ██║██╔██╗██║
5 | ██╔══╝ ██║██╔══██╗ ╚═══██╗ ██║ ██╔═══╝ ██╔══╝ ██╔══██╗ ╚═══██╗██║ ██║██║╚████║
6 | ██║ ██║██║ ██║██████╔╝ ██║ ██║ ███████╗██║ ██║██████╔╝╚█████╔╝██║ ╚███║
7 | ╚═╝ ╚═╝╚═╝ ╚═╝╚═════╝ ╚═╝ ╚═╝ ╚══════╝╚═╝ ╚═╝╚═════╝ ╚════╝ ╚═╝ ╚══╝
8 |
9 | ██████╗ ██╗ █████╗ ██╗ ██╗███████╗██████╗ ███╗ ███╗ █████╗ ██╗ ██╗███████╗███╗ ███╗███████╗███╗ ██╗████████╗
10 | ██╔══██╗██║ ██╔══██╗╚██╗ ██╔╝██╔════╝██╔══██╗ ████╗ ████║██╔══██╗██║ ██║██╔════╝████╗ ████║██╔════╝████╗ ██║╚══██╔══╝
11 | ██████╔╝██║ ███████║ ╚████╔╝ █████╗ ██████╔╝ ██╔████╔██║██║ ██║╚██╗ ██╔╝█████╗ ██╔████╔██║█████╗ ██╔██╗██║ ██║
12 | ██╔═══╝ ██║ ██╔══██║ ╚██╔╝ ██╔══╝ ██╔══██╗ ██║╚██╔╝██║██║ ██║ ╚████╔╝ ██╔══╝ ██║╚██╔╝██║██╔══╝ ██║╚████║ ██║
13 | ██║ ███████╗██║ ██║ ██║ ███████╗██║ ██║ ██║ ╚═╝ ██║╚█████╔╝ ╚██╔╝ ███████╗██║ ╚═╝ ██║███████╗██║ ╚███║ ██║
14 | ╚═╝ ╚══════╝╚═╝ ╚═╝ ╚═╝ ╚══════╝╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚════╝ ╚═╝ ╚══════╝╚═╝ ╚═╝╚══════╝╚═╝ ╚══╝ ╚═╝
15 |
16 | █▄▄ █▄█ ▀█▀ █ █ █▀▀ █▀▄ █▀▀ █ █ █▀▀ █ █▀█ █▀█ █▀▀ █▀█
17 | █▄█ █ █ █▀█ ██▄ █▄▀ ██▄ ▀▄▀ ██▄ █▄▄ █▄█ █▀▀ ██▄ █▀▄
18 | */
19 | using System.Collections;
20 | using System.Collections.Generic;
21 | using UnityEngine;
22 |
23 | // I use Physics.gravity a lot instead of Vector3.up because you can point the gravity to a different direction and i want the controller to work fine
24 | [RequireComponent(typeof(Rigidbody))]
25 | [RequireComponent(typeof(CapsuleCollider))]
26 | public class SFPSC_PlayerMovement : MonoBehaviour
27 | {
28 | private static Vector3 vecZero = Vector3.zero;
29 | private Rigidbody rb;
30 | private CapsuleCollider cc;
31 |
32 | private bool enableMovement = true;
33 |
34 | [Header("Movement properties")]
35 | public float walkSpeed = 8.0f;
36 | public float runSpeed = 12.0f;
37 | public float changeInStageSpeed = 10.0f; // Lerp from walk to run and backwards speed
38 | public float maximumPlayerSpeed = 150.0f;
39 | [HideInInspector] public float vInput, hInput;
40 | public Transform groundChecker;
41 |
42 | [Header("Jump")]
43 | public float jumpForce = 500.0f;
44 | public float jumpCooldown = 1.0f;
45 | private bool jumpBlocked = false;
46 |
47 | private void Start()
48 | {
49 | rb = this.GetComponent();
50 | cc = this.GetComponent();
51 | }
52 |
53 | private bool isGrounded = false;
54 | public bool IsGrounded { get { return isGrounded; } }
55 |
56 | private Vector3 inputForce;
57 | private void Update()
58 | {
59 | // Input
60 | vInput = Input.GetAxisRaw("Vertical");
61 | hInput = Input.GetAxisRaw("Horizontal");
62 |
63 | // Clamping speed
64 | rb.velocity = ClampMag(rb.velocity, maximumPlayerSpeed);
65 |
66 | if (!enableMovement)
67 | return;
68 | inputForce = (transform.forward * vInput + transform.right * hInput).normalized * (Input.GetKey(SFPSC_KeyManager.Run) ? runSpeed : walkSpeed);
69 |
70 | if (isGrounded)
71 | {
72 | // Jump
73 | if (Input.GetButton("Jump") && !jumpBlocked)
74 | {
75 | rb.AddForce(-jumpForce * rb.mass * Vector3.down);
76 | jumpBlocked = true;
77 | Invoke("UnblockJump", jumpCooldown);
78 | }
79 | // Ground controller
80 | rb.velocity = Vector3.Lerp(rb.velocity, inputForce, changeInStageSpeed * Time.deltaTime);
81 | }
82 | else
83 | // Air control
84 | rb.velocity = ClampSqrMag(rb.velocity + inputForce * Time.deltaTime, rb.velocity.sqrMagnitude);
85 | }
86 |
87 | private static Vector3 ClampSqrMag(Vector3 vec, float sqrMag)
88 | {
89 | if (vec.sqrMagnitude > sqrMag)
90 | vec = vec.normalized * Mathf.Sqrt(sqrMag);
91 | return vec;
92 | }
93 |
94 | private static Vector3 ClampMag(Vector3 vec, float maxMag)
95 | {
96 | if (vec.sqrMagnitude > maxMag * maxMag)
97 | vec = vec.normalized * maxMag;
98 | return vec;
99 | }
100 |
101 | private void OnCollisionStay(Collision collision)
102 | {
103 | isGrounded = false;
104 | for(int i = 0; i < collision.contactCount; ++i)
105 | {
106 | if (Vector3.Dot(Vector3.up, collision.contacts[i].normal) > .2f)
107 | {
108 | isGrounded = true;
109 | return;
110 | }
111 | }
112 | }
113 |
114 | private void OnCollisionExit(Collision collision)
115 | {
116 | isGrounded = false;
117 | }
118 |
119 | private void UnblockJump()
120 | {
121 | jumpBlocked = false;
122 | }
123 |
124 |
125 | // Enables jumping and player movement
126 | public void EnableMovement()
127 | {
128 | enableMovement = true;
129 | }
130 |
131 | // Disables jumping and player movement
132 | public void DisableMovement()
133 | {
134 | enableMovement = false;
135 | }
136 | }
137 |
--------------------------------------------------------------------------------
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1 | /*
2 | ██╗ ██╗ █████╗ ██╗ ██╗ ██████╗ ██╗ ██╗███╗ ██╗
3 | ██║ ██╗ ██║██╔══██╗██║ ██║ ██╔══██╗██║ ██║████╗ ██║
4 | ╚██╗████╗██╔╝███████║██║ ██║ ██████╔╝██║ ██║██╔██╗██║
5 | ████╔═████║ ██╔══██║██║ ██║ ██╔══██╗██║ ██║██║╚████║
6 | ╚██╔╝ ╚██╔╝ ██║ ██║███████╗███████╗ ██║ ██║╚██████╔╝██║ ╚███║
7 | ╚═╝ ╚═╝ ╚═╝ ╚═╝╚══════╝╚══════╝ ╚═╝ ╚═╝ ╚═════╝ ╚═╝ ╚══╝
8 |
9 | █▄▄ █▄█ ▀█▀ █ █ █▀▀ █▀▄ █▀▀ █ █ █▀▀ █ █▀█ █▀█ █▀▀ █▀█
10 | █▄█ █ █ █▀█ ██▄ █▄▀ ██▄ ▀▄▀ ██▄ █▄▄ █▄█ █▀▀ ██▄ █▀▄
11 | */
12 | using System.Collections;
13 | using System.Collections.Generic;
14 | using UnityEngine;
15 |
16 | [RequireComponent(typeof(SFPSC_PlayerMovement))]
17 | public class SFPSC_WallRun : MonoBehaviour
18 | {
19 | private static Vector3 vecZero = Vector3.zero;
20 |
21 | public Transform startingPosition; // The starting position for two raycasts(left and right) to check if there is a wall near
22 |
23 | [Header("Properties")]
24 | public LayerMask layerMask; // The walls' layers mask that the player is going to attach
25 | public float maxDistanceToWall = 1.5f; // The maximum distance to attach the player to a wall
26 | public float constantWallRunForce = 15.0f; // This force is going to be applied on the player constantly while wall running
27 | public float jumpForce = 600.0f; // The jump force that is applied when you jump while wall running
28 | public float cameraTiltAngle = 10.0f; // The angle that the camera tilts when wall running
29 | public float minSpeedWhenAttached = 10.0f;
30 | public float t1 = 5.0f, multiplier = 4.5f;
31 | public float jumpWallMultiplier = 0.5f, jumpForwardMultiplier = 0.3f, jumpUpMultiplier = 0.2f;
32 |
33 | [Header("Block times")]
34 | public float jumpBlockTime = 0.8f; // The jump function is blocked for this amount of seconds
35 | public float attachToWallBlockTime = 1.0f; // The attach to wall function is blocked for this amount of seconds
36 |
37 | private SFPSC_PlayerMovement pm;
38 | private Rigidbody rb;
39 | private void Start()
40 | {
41 | pm = this.GetComponent();
42 | rb = this.GetComponent();
43 | }
44 |
45 | private RaycastHit hitInfo;
46 | private bool blocked = false, wallRunning = false;
47 | private void FixedUpdate()
48 | {
49 | if (!rb.useGravity || blocked)
50 | return;
51 |
52 | if(Physics.Raycast(startingPosition.position, transform.right, out hitInfo, maxDistanceToWall, layerMask))
53 | {
54 | if (pm.vInput >= .5f)
55 | {
56 | if (!wallRunning)
57 | StartWallRunning();
58 | AddForces(hitInfo.normal, true);
59 | return;
60 | }
61 | }
62 | if(Physics.Raycast(startingPosition.position, -transform.right, out hitInfo, maxDistanceToWall, layerMask))
63 | {
64 | if (pm.vInput >= .5f)
65 | {
66 | if (!wallRunning)
67 | StartWallRunning();
68 | AddForces(hitInfo.normal, false);
69 | return;
70 | }
71 | }
72 |
73 | if (wallRunning)
74 | StopWallRunning();
75 | gravityForce = vecZero;
76 | }
77 |
78 | private float t = 0.0f, mag;
79 | private void StartWallRunning()
80 | {
81 | wallRunning = true;
82 | t = t1;
83 | rb.velocity = new Vector3(rb.velocity.x, t, rb.velocity.z);
84 | }
85 |
86 | private void StopWallRunning()
87 | {
88 | wallRunning = false;
89 | SFPSC_FPSCamera.cam.rotZ = 0.0f; // Resetting the z rotation on the camera (if the player shoots and the camera shakes it won't be such a problem)
90 | blocked = true;
91 | Invoke(nameof(UnblockWallRunning), attachToWallBlockTime);
92 | }
93 |
94 | private void UnblockWallRunning()
95 | {
96 | blocked = false;
97 | }
98 |
99 | private Vector3 gravityForce;
100 | private bool isJumpAvailable = true;
101 | private void AddForces(Vector3 wallNormal,
102 | bool right) // if right is false it means that the wall is on the left side
103 | {
104 | if (isJumpAvailable && Input.GetKey(SFPSC_KeyManager.Jump))
105 | {
106 | rb.AddForce((hitInfo.normal * jumpWallMultiplier + transform.forward * jumpForwardMultiplier + Vector3.up * jumpUpMultiplier).normalized * rb.mass * jumpForce);
107 | isJumpAvailable = false;
108 | Invoke(nameof(UnblockJump), jumpBlockTime);
109 | }
110 |
111 | if (t >= 0.0f)
112 | {
113 | rb.velocity = new Vector3(rb.velocity.x, t, rb.velocity.z);
114 | t -= multiplier * Time.fixedDeltaTime;
115 | }
116 |
117 | mag = new Vector2(rb.velocity.x, rb.velocity.z).magnitude;
118 | if (mag < minSpeedWhenAttached)
119 | rb.velocity = new Vector3(rb.velocity.x / mag, rb.velocity.y / minSpeedWhenAttached, rb.velocity.z / mag) * minSpeedWhenAttached;
120 |
121 | // if the player somehow calls Shake(...) method on the FPSCamera script it is going to set the rotZ to 0 and there
122 | // is no way to inform the player that he is on a wall so we constantly set the rotZ to the angle
123 | SFPSC_FPSCamera.cam.rotZ = right ? cameraTiltAngle : -cameraTiltAngle;
124 | }
125 |
126 | private static Vector3 ClampSqrMag(Vector3 vec, float sqrMag)
127 | {
128 | if (vec.sqrMagnitude > sqrMag)
129 | vec = vec.normalized * Mathf.Sqrt(sqrMag);
130 | return vec;
131 | }
132 |
133 | private void UnblockJump()
134 | {
135 | isJumpAvailable = true;
136 | }
137 | }
138 |
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