using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; using UnityStandardAssets.Utility; using Random = UnityEngine.Random; namespace UnityStandardAssets.Characters.FirstPerson { [RequireComponent(typeof (CharacterController))] [RequireComponent(typeof (AudioSource))] public class FirstPersonController : MonoBehaviour { [SerializeField] private bool m_IsWalking; [SerializeField] private int m_NbrAllumettes = 10; [SerializeField] private Briquet[] m_Briquets; [SerializeField] private Allumettes m_Allumettes; [SerializeField] private float m_WalkSpeed; [SerializeField] private float m_RunSpeed; [SerializeField] private float m_Stamina =1000; [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten; [SerializeField] private float m_JumpSpeed; [SerializeField] private float m_StickToGroundForce; [SerializeField] private float m_GravityMultiplier; [SerializeField] private MouseLook m_MouseLook; [SerializeField] private bool m_UseFovKick; [SerializeField] private FOVKick m_FovKick = new FOVKick(); [SerializeField] private bool m_UseHeadBob; [SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob(); [SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob(); [SerializeField] private float m_StepInterval; [SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from. [SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground. [SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground. private Camera m_Camera; private bool m_Jump; private int indexBriquet; private bool canSprint; private float m_YRotation; private Vector2 m_Input; private Vector3 m_MoveDir = Vector3.zero; private CharacterController m_CharacterController; private CollisionFlags m_CollisionFlags; private bool m_PreviouslyGrounded; private Vector3 m_OriginalCameraPosition; private float m_StepCycle; private float m_NextStep; private bool m_Jumping; private AudioSource m_AudioSource; private MilesStonesPARA currentMilestone; // Use this for initialization private void Start() { currentMilestone = GameObject.FindGameObjectWithTag ("MilesStones").GetComponent(); m_CharacterController = GetComponent(); m_Camera = Camera.main; m_OriginalCameraPosition = m_Camera.transform.localPosition; m_FovKick.Setup(m_Camera); m_HeadBob.Setup(m_Camera, m_StepInterval); m_StepCycle = 0f; m_NextStep = m_StepCycle/2f; m_Jumping = false; m_AudioSource = GetComponent(); m_MouseLook.Init(transform , m_Camera.transform); } // Update is called once per frame private void Update() { RotateView(); // the jump state needs to read here to make sure it is not missed if (!m_Jump) { m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); } if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) { StartCoroutine(m_JumpBob.DoBobCycle()); PlayLandingSound(); m_MoveDir.y = 0f; m_Jumping = false; } if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) { m_MoveDir.y = 0f; } m_PreviouslyGrounded = m_CharacterController.isGrounded; } private void PlayLandingSound() { m_AudioSource.clip = m_LandSound; m_AudioSource.Play(); m_NextStep = m_StepCycle + .5f; } private void FixedUpdate() { float speed; GetInput(out speed); // always move along the camera forward as it is the direction that it being aimed at Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x; // get a normal for the surface that is being touched to move along it RaycastHit hitInfo; Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo, m_CharacterController.height/2f); desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized; m_MoveDir.x = desiredMove.x*speed; m_MoveDir.z = desiredMove.z*speed; //Actions joueur if(Input.GetButton("Briquet")) { //allumerBriquet if(m_Briquets[indexBriquet]!=null) { //Si un briquet n'est pas déja allumé if(!m_Briquets[indexBriquet].activer) { //Si il n'y a pas de briquet déja commencé if(GameObject.FindGameObjectWithTag("Briquet")==null) { Instantiate(m_Briquets[indexBriquet]); m_Briquets[indexBriquet] = GameObject.FindGameObjectWithTag("Briquet").GetComponent(); //Si il y a une allumette. Éteint la } if(GameObject.FindGameObjectWithTag("Allumettes")!=null) { m_NbrAllumettes--; DestroyObject(GameObject.FindGameObjectWithTag("Allumettes")); } m_Briquets[indexBriquet].activer=true; m_Briquets[indexBriquet].enabled = true; } //Si le briquet est déja allumé else { m_Briquets[indexBriquet].activer=false; m_Briquets[indexBriquet].enabled = false; } } } //Si le briquet est vide, le jeté if (m_Briquets[indexBriquet].m_Essence <= 0) { m_Briquets[indexBriquet].activer=false; DestroyObject(m_Briquets[indexBriquet].gameObject); indexBriquet++; } if(Input.GetButton("Alumettes")) { //allumerAllumettes if(m_NbrAllumettes>0) { //Si il y a un briquet, l'éteindre, mais le conservé if(GameObject.FindGameObjectWithTag("Briquet")!=null) { m_Briquets[indexBriquet].activer=false; m_Briquets[indexBriquet].enabled = false; } //Si il ny a pas d'allumettes déja allumé if(GameObject.FindGameObjectWithTag("Allumettes")==null) { Instantiate(m_Allumettes); GameObject.FindGameObjectWithTag("Allumettes").GetComponent().activer=true; } } } //Si l'allumette est morte if(GameObject.FindGameObjectWithTag("Allumettes")!=null) if(GameObject.FindGameObjectWithTag("Allumettes").GetComponent().m_Duree<=0) { m_NbrAllumettes--; DestroyObject(GameObject.FindGameObjectWithTag("Allumettes")); } if(Input.GetButton("StopRespire")) //Stopper la respiration et auguementer les sons print("yo2"); else //Repiration sounds print("yo3"); if (m_CharacterController.isGrounded) { m_MoveDir.y = -m_StickToGroundForce; if (m_Jump) { m_MoveDir.y = m_JumpSpeed; PlayJumpSound(); m_Jump = false; m_Jumping = true; } } else { m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime; } m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime); ProgressStepCycle(speed); UpdateCameraPosition(speed); } private void PlayJumpSound() { m_AudioSource.clip = m_JumpSound; m_AudioSource.Play(); } private void ProgressStepCycle(float speed) { if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0)) { m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))* Time.fixedDeltaTime; } if (!(m_StepCycle > m_NextStep)) { return; } m_NextStep = m_StepCycle + m_StepInterval; PlayFootStepAudio(); } private void PlayFootStepAudio() { if (!m_CharacterController.isGrounded) { return; } // pick & play a random footstep sound from the array, // excluding sound at index 0 int n = Random.Range(1, m_FootstepSounds.Length); m_AudioSource.clip = m_FootstepSounds[n]; m_AudioSource.PlayOneShot(m_AudioSource.clip); // move picked sound to index 0 so it's not picked next time m_FootstepSounds[n] = m_FootstepSounds[0]; m_FootstepSounds[0] = m_AudioSource.clip; } private void UpdateCameraPosition(float speed) { Vector3 newCameraPosition; if (!m_UseHeadBob) { return; } if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded) { m_Camera.transform.localPosition = m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten))); newCameraPosition = m_Camera.transform.localPosition; newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset(); } else { newCameraPosition = m_Camera.transform.localPosition; newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset(); } m_Camera.transform.localPosition = newCameraPosition; } private void GetInput(out float speed) { // Read input float horizontal = CrossPlatformInputManager.GetAxis("Horizontal"); float vertical = CrossPlatformInputManager.GetAxis("Vertical"); bool waswalking = m_IsWalking; #if !MOBILE_INPUT // On standalone builds, walk/run speed is modified by a key press. // keep track of whether or not the character is walking or running m_IsWalking = !CrossPlatformInputManager.GetButton("Course"); //Si le joueur marche. Il reprend de l'énergie if(m_IsWalking) { m_Stamina += 5; if(m_Stamina >= 500) canSprint=true; if(m_Stamina >= 1000) m_Stamina = 1000; } //Sinon il court, mais il perd de l'énergie else { m_Stamina -= 10; if(m_Stamina < 0) { canSprint=false; m_Stamina=0; } } //Si il n'a pas d'energie il doit marcher if(!canSprint) m_IsWalking=true; #endif // set the desired speed to be walking or running speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed; m_Input = new Vector2(horizontal, vertical); // normalize input if it exceeds 1 in combined length: if (m_Input.sqrMagnitude > 1) { m_Input.Normalize(); } // handle speed change to give an fov kick // only if the player is going to a run, is running and the fovkick is to be used if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0) { StopAllCoroutines(); StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown()); } } private void RotateView() { m_MouseLook.LookRotation (transform, m_Camera.transform); } private void OnControllerColliderHit(ControllerColliderHit hit) { Rigidbody body = hit.collider.attachedRigidbody; //Si le joueur touche un piege le blessant if(hit.collider.tag == "Trap") { hurtPlayer(); } //dont move the rigidbody if the character is on top of it if (m_CollisionFlags == CollisionFlags.Below) { return; } if (body == null || body.isKinematic) { return; } body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse); } //Si le joueur est blessé, il est de retour au point de réapparition public void hurtPlayer() { print ("I'm hurt"); m_Briquets [m_Briquets.Length - 1] = new Briquet (); transform.position = currentMilestone.Respawn.transform.position; transform.rotation = currentMilestone.Respawn.transform.rotation; } public void deathPlayer() { print ("I'm dead"); } } }