Files
FORT-BO/Assets/CONTENT/Game/Scripts/Player/PlayerController.cs
T
2026-08-21 17:59:13 +03:00

80 lines
2.5 KiB
C#

using Unity.Netcode;
using UnityEngine;
using UnityEngine.InputSystem;
[RequireComponent(typeof(CharacterController))]
public sealed class PlayerController : NetworkBehaviour, IPlayerSystem
{
[Header("Movement")]
[SerializeField, Min(0.1f)] private float walkSpeed = 4.5f;
[SerializeField, Min(0.1f)] private float sprintSpeed = 7f;
[Header("Vertical movement")]
[SerializeField, Min(0.1f)] private float jumpHeight = 1.4f;
[SerializeField, Min(0.1f)] private float gravity = 20f;
[Header("External impulses")]
[SerializeField, Min(0.1f)] private float impulseDamping = 9f;
private CharacterController characterController;
private Vector3 verticalVelocity;
private Vector3 externalImpulseVelocity;
private bool isInitialized;
public Vector3 ExternalImpulseVelocity => externalImpulseVelocity;
public void Initialize(PlayerFacade facade)
{
characterController = GetComponent<CharacterController>();
isInitialized = characterController != null;
}
public void SubmitMovement(Vector2 moveInput, bool wantsToSprint, bool wantsToJump)
{
if (!isInitialized || !IsOwner)
return;
SimulateMovement(moveInput, wantsToSprint, wantsToJump);
}
public void SubmitYaw(float yawDelta)
{
if (!isInitialized || !IsOwner)
return;
transform.Rotate(0f, yawDelta, 0f, Space.Self);
}
public void AddImpulse(Vector3 velocityChange)
{
if (!isInitialized || !IsOwner)
return;
externalImpulseVelocity += velocityChange;
}
private void SimulateMovement(Vector2 moveInput, bool wantsToSprint, bool wantsToJump)
{
if (moveInput.sqrMagnitude > 1f)
moveInput.Normalize();
if (characterController.isGrounded && verticalVelocity.y < 0f)
verticalVelocity.y = -2f;
if (wantsToJump && characterController.isGrounded)
verticalVelocity.y = Mathf.Sqrt(jumpHeight * 2f * gravity);
verticalVelocity.y -= gravity * Time.deltaTime;
float speed = wantsToSprint ? sprintSpeed : walkSpeed;
Vector3 horizontalDirection = transform.right * moveInput.x + transform.forward * moveInput.y;
characterController.Move(
(horizontalDirection * speed + verticalVelocity + externalImpulseVelocity) *
Time.deltaTime);
externalImpulseVelocity = Vector3.MoveTowards(
externalImpulseVelocity,
Vector3.zero,
impulseDamping * Time.deltaTime);
}
}