using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PlayerMovements : MonoBehaviour
{
[Header ("Movements------------------------------------")]
[SerializeField] private float speedForce = 9f;
[SerializeField] private float jumpHeight = 0.8f;
[SerializeField] private float gravityJump = 4.2f;
[SerializeField] private float gravityDown = 4.2f;
[SerializeField] private Transform cam;
[Header ("RunningStaminaBar------------------------------------")]
[SerializeField] private Slider staminaBar;
[SerializeField] private float runningCost = 0.25f;
[SerializeField] private float staminaRegenerationValue = 0.3f;
[Header("GroundCheck------------------------------------")]
[SerializeField] private LayerMask groundLayer;
[SerializeField] private float raycastCheckDistance = 1.65f;
[Header("CharacterAnimator------------------------------------")]
[SerializeField] private Animator animator;
//-----------------------------------------------------------------------------------------------------
private float maxStamina = 1f;
private float actualStamina;
private float staminaRegenerationCooldown;
private bool staminaBarIsUsed;
private CharacterController controller;
private float turnSmoothTime = 0.1f;
private float turnSmoothVelocity;
private float downwardForce;
private bool isGrounded;
private Vector3 velocity;
private void Start()
{
controller = GetComponent<CharacterController>();
Cursor.lockState = CursorLockMode.Locked;
actualStamina = maxStamina;
staminaBar.maxValue = maxStamina;
}
//-----------------------------------------------------------------------------------------------------
private void Update()
{
isGrounded = Physics.Raycast(transform.position,transform.TransformDirection (Vector3.down), raycastCheckDistance, groundLayer);
float horizontalInput = Input.GetAxisRaw("Horizontal");
float verticalInput = Input.GetAxisRaw("Vertical");
Vector3 direction = new Vector3(horizontalInput, 0f, verticalInput).normalized;
velocity = new Vector3(horizontalInput, 0f, verticalInput).normalized;
float moveValue = Mathf.Abs(horizontalInput) + Mathf.Abs(verticalInput);
animator.SetBool("isGrounded", isGrounded);
if (isGrounded && velocity.y <= 0f)
{
downwardForce = 0f;
}
else
{
downwardForce += Physics.gravity.y * gravityDown * Time.deltaTime;
}
if (isGrounded && Input.GetButtonDown("Jump"))
{
downwardForce = Mathf.Sqrt(jumpHeight * -2f * Physics.gravity.y) * gravityJump;
animator.SetTrigger("jump");
}
velocity.y = downwardForce;
controller.Move(velocity * Time.deltaTime);
if (isGrounded && moveValue == 0f)
{
animator.SetBool("idle", true);
}
else
{
animator.SetBool("idle", false);
}
if (actualStamina < 1f && !staminaBarIsUsed)
{
staminaRegenerationCooldown += Time.deltaTime;
if (staminaRegenerationCooldown > 2f)
{
actualStamina += staminaRegenerationValue * Time.deltaTime;
}
}
staminaBar.value = actualStamina;
if (isGrounded)
{
if (moveValue != 0)
{
if (speedForce == 9f)
{
animator.SetBool("walk", true);
}
else
{
animator.SetBool("walk", false);
}
if (actualStamina > 0f && Input.GetKey(KeyCode.LeftShift))
{
staminaBarIsUsed = true;
staminaRegenerationCooldown = 0f;
speedForce = 16f;
animator.SetBool("run", true);
animator.SetBool("walk", false);
actualStamina -= runningCost * Time.deltaTime;
}
else
{
staminaBarIsUsed = false;
animator.SetBool("run", false);
speedForce = 9f;
}
}
else
{
staminaBarIsUsed = false;
speedForce = 9f;
animator.SetBool("run", false);
animator.SetBool("walk", false);
}
}
else
{
staminaBarIsUsed = false;
speedForce = 9f;
animator.SetBool("run", false);
animator.SetBool("walk", false);
}
if (!isGrounded && velocity.y < -2f)
{
animator.SetTrigger("jumpLand");
}
if (direction.magnitude >= 0.1f)
{
float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
transform.rotation = Quaternion.Euler(0f, angle, 0f);
Vector3 moveDirection = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
controller.Move(moveDirection.normalized * speedForce * Time.deltaTime);
}
}
private void OnDrawGizmos()
{
Vector3 dir = transform.TransformDirection(Vector3.down) * raycastCheckDistance ;
Debug.DrawRay(transform.position, dir, Color.red);
}
}