EscapeTheRoom/Assets/Scripts/FirstPersonController.cs
2015-11-08 14:59:44 +01:00

426 lines
13 KiB
C#

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.
[SerializeField] private AudioClip m_RespireSound; // the sound played when character touches back on ground.
[SerializeField] private AudioClip m_NoStaminaSound; // the sound played when character touches back on ground.
private Camera m_Camera;
private bool m_Jump;
private int indexBriquet;
private GameObject lighter;
private GameObject allumette;
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 AudioSource m_AudioSourceChild;
private MilesStonesPARA currentMilestone;
// Use this for initialization
private void Start()
{
currentMilestone = GameObject.FindGameObjectWithTag ("MilesStones").GetComponent<MilesStonesPARA>();
m_CharacterController = GetComponent<CharacterController>();
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<AudioSource>();
m_AudioSourceChild = GameObject.FindGameObjectWithTag("AudioSourceBreath").GetComponent<AudioSource>();
m_MouseLook.Init(transform , m_Camera.transform);
lighter = GameObject.FindGameObjectWithTag (("Lighter"));
lighter.SetActive (false);
allumette = GameObject.FindGameObjectWithTag (("Allumette"));
allumette.SetActive (false);
}
// 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 PlayRespireSound()
{
bool changeSound;
if(Input.GetButton("StopRespire") && canSprint)
{
//Stopper la respiration et auguementer les sons
m_AudioSourceChild.volume -= 0.05f;
if(m_AudioSourceChild.volume <0)
m_AudioSourceChild.volume=0;
}
else
{
//Repiration sounds
m_AudioSourceChild.volume += 0.3f;
if(m_AudioSourceChild.volume >0.5f)
m_AudioSourceChild.volume=0.5f;
}
if(m_Stamina < 100)
{
if(m_AudioSourceChild.clip == m_RespireSound)
changeSound=false;
else
changeSound=true;
m_AudioSourceChild.clip = m_RespireSound;
}
else
{
if(m_AudioSourceChild.clip == m_NoStaminaSound)
changeSound=false;
else
changeSound=true;
m_AudioSourceChild.clip = m_NoStaminaSound;
}
if(changeSound || !m_AudioSourceChild.isPlaying)
m_AudioSourceChild.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;
PlayRespireSound();
//Actions joueur
if(m_Briquets[indexBriquet]!=null)
{
//allumerBriquet
if(Input.GetButton("Briquet"))
{
//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<Briquet>();
//Si il y a une allumette. Éteint la
}
if(GameObject.FindGameObjectWithTag("Allumettes")!=null)
{
m_NbrAllumettes--;
allumette.SetActive (false);
DestroyObject(GameObject.FindGameObjectWithTag("Allumettes"));
}
m_Briquets[indexBriquet].activer=true;
m_Briquets[indexBriquet].enabled=true;
lighter.SetActive(true);
}
//Si le briquet est déja allumé
else
{
m_Briquets[indexBriquet].activer=false;
m_Briquets[indexBriquet].enabled=false;
lighter.SetActive(false);
}
}
//Si le briquet est vide, le jeté
if (m_Briquets[indexBriquet].m_Essence <= 0)
{
m_Briquets[indexBriquet].activer=false;
lighter.SetActive(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;
lighter.SetActive(false);
}
//Si il ny a pas d'allumettes déja allumé
if(GameObject.FindGameObjectWithTag("Allumettes")==null)
{
Instantiate(m_Allumettes);
allumette.SetActive (true);
GameObject.FindGameObjectWithTag("Allumettes").GetComponent<Allumettes>().activer=true;
}
}
}
//Si l'allumette est morte
if(GameObject.FindGameObjectWithTag("Allumettes")!=null)
if(GameObject.FindGameObjectWithTag("Allumettes").GetComponent<Allumettes>().m_Duree<=0)
{
m_NbrAllumettes--;
allumette.SetActive(false);
DestroyObject(GameObject.FindGameObjectWithTag("Allumettes"));
}
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 && !Input.GetButton("StopRespire"))
{
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 if(!m_IsWalking || Input.GetButton("StopRespire"))
{
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");
}
}
}