From 6c3c25f98627524871f3063bbd4900b1d454f1dd Mon Sep 17 00:00:00 2001 From: Chris Date: Sat, 9 Aug 2025 16:20:26 -0400 Subject: [PATCH] change: started unified movement handler --- Assets/Scripts/Player/UnitMovementHandler.cs | 75 +++++++------------- 1 file changed, 26 insertions(+), 49 deletions(-) diff --git a/Assets/Scripts/Player/UnitMovementHandler.cs b/Assets/Scripts/Player/UnitMovementHandler.cs index 83ff441..387903c 100644 --- a/Assets/Scripts/Player/UnitMovementHandler.cs +++ b/Assets/Scripts/Player/UnitMovementHandler.cs @@ -1,56 +1,33 @@ +using System.Collections.Generic; using UnityEngine; using Drawing; +using Sirenix.OdinInspector; -public class PlayerMovement : MonoBehaviour -{ - // Raycasts - public RaycastHit forwardRay; - public RaycastHit leftRay; - public RaycastHit rightRay; +namespace Reset.Unit{ + public class UnitMovementHandler : MonoBehaviour{ + private CharacterController controller; + + // Move Speed + [ShowInInspector, ReadOnly] private float currentSpeed; + public float targetSpeed; + public float smoothing = 10f; + + // Jumping + [ShowInInspector, ReadOnly] private float jumpPower; + public float jumpPowerDecay; - // References - private Player thisPlayer; + // Gravity + [ShowInInspector, ReadOnly] public float gravityPower; + public float gravityMax; + public float gravityAcceleration; - void Awake(){ - thisPlayer = GetComponent(); + void Awake(){ + + } + + public void DoMovement(Vector3 moveDir, float speed){ + controller.Move(moveDir * speed * Time.deltaTime); + } } - - // void Update(){ - // // Create Ray Colors - // Color forwardRayStatus = Color.red; - // Color leftRayStatus = Color.red; - // Color rightRayStatus = Color.red; - // - // if (forwardRay.collider&& forwardRay.transform.gameObject.layer == LayerMask.NameToLayer("Environment")){ forwardRayStatus = Color.green;} - // if (leftRay.collider&& leftRay.transform.gameObject.layer == LayerMask.NameToLayer("Environment")){ leftRayStatus = Color.green;} - // if (rightRay.collider&& rightRay.transform.gameObject.layer == LayerMask.NameToLayer("Environment")){ rightRayStatus = Color.green;} - // - // using (Draw.WithColor(forwardRayStatus)) { - // Draw.Line(transform.position + transform.up, transform.position + transform.forward * 2.5f + transform.up); - // } - // - // using (Draw.WithColor(leftRayStatus)) { - // Draw.Line(transform.position + transform.up, transform.position + -transform.right * 2f + transform.up); - // } - // - // using (Draw.WithColor(rightRayStatus)) { - // Draw.Line(transform.position + transform.up, transform.position + transform.right * 2f + transform.up); - // } - // } - - // void FixedUpdate(){ - // LayerMask environmentLayer = LayerMask.NameToLayer("Environment"); - // - // if (Physics.Raycast(transform.position + Vector3.up, transform.forward, out forwardRay, 2.5f, ~environmentLayer)){ - // thisPlayer.controls.graph.SendEvent("ForwardRay", true, null); - // } - // - // if (Physics.Raycast(transform.position + Vector3.up, transform.position + Vector3.left, out leftRay, maxDistance: 2f, ~environmentLayer )) { - // thisPlayer.controls.graph.SendEvent("LeftRay", true, null); - // } - // - // if (Physics.Raycast(transform.position + Vector3.up, transform.position + Vector3.right, out rightRay, maxDistance: 2f, ~environmentLayer )) { - // thisPlayer.controls.graph.SendEvent("RightRay", true, null); - // } - // } } +