change: started unified movement handler

This commit is contained in:
Chris
2025-08-09 16:20:26 -04:00
parent 5f907ee0c6
commit 6c3c25f986

View File

@@ -1,56 +1,33 @@
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using Drawing; using Drawing;
using Sirenix.OdinInspector;
public class PlayerMovement : MonoBehaviour namespace Reset.Unit{
{ public class UnitMovementHandler : MonoBehaviour{
// Raycasts private CharacterController controller;
public RaycastHit forwardRay;
public RaycastHit leftRay;
public RaycastHit rightRay;
// References // Move Speed
private Player thisPlayer; [ShowInInspector, ReadOnly] private float currentSpeed;
public float targetSpeed;
public float smoothing = 10f;
// Jumping
[ShowInInspector, ReadOnly] private float jumpPower;
public float jumpPowerDecay;
// Gravity
[ShowInInspector, ReadOnly] public float gravityPower;
public float gravityMax;
public float gravityAcceleration;
void Awake(){ void Awake(){
thisPlayer = GetComponent<Player>();
} }
// void Update(){ public void DoMovement(Vector3 moveDir, float speed){
// // Create Ray Colors controller.Move(moveDir * speed * Time.deltaTime);
// 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);
// }
// }
} }
}
}