From 1c0bc1cf7cd5be48e3c57102cd0b016c6f65323b Mon Sep 17 00:00:00 2001 From: nlevin6 Date: Sat, 15 Mar 2025 21:07:20 -0400 Subject: [PATCH] Added ladder climbing and pause menu --- Assets/Fonts/Orbitron-Medium SDF.asset | 6 +- Assets/Fonts/Orbitron-Regular SDF.asset | 6 +- Assets/Scenes/level1.unity | 819 +++++++++++++++++- Assets/Scripts/PauseMenu.cs | 71 ++ Assets/Scripts/PauseMenu.cs.meta | 2 + ...niversalRenderPipelineGlobalSettings.asset | 48 +- .../Scripts/FirstPersonController.cs | 435 +++++----- .../Fonts & Materials/Anton SDF.asset | 149 ++-- .../Electronic Highway Sign SDF.asset | 149 ++-- .../Fonts & Materials/Oswald Bold SDF.asset | 149 ++-- .../LiberationSans SDF - Fallback.asset | 303 +++++-- Assets/Volume Profile.meta | 8 + Assets/Volume Profile/UI Background.asset | 62 ++ .../Volume Profile/UI Background.asset.meta | 8 + .../EmergencyLever Variant.mat | 2 +- ProjectSettings/TagManager.asset | 30 +- 16 files changed, 1684 insertions(+), 563 deletions(-) create mode 100644 Assets/Scripts/PauseMenu.cs create mode 100644 Assets/Scripts/PauseMenu.cs.meta create mode 100644 Assets/Volume Profile.meta create mode 100644 Assets/Volume Profile/UI Background.asset create mode 100644 Assets/Volume Profile/UI Background.asset.meta diff --git a/Assets/Fonts/Orbitron-Medium SDF.asset b/Assets/Fonts/Orbitron-Medium SDF.asset index 5aa45101..cba86822 100644 --- a/Assets/Fonts/Orbitron-Medium SDF.asset +++ b/Assets/Fonts/Orbitron-Medium SDF.asset @@ -2720,9 +2720,9 @@ Material: - 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{ - [Header("Player")] - [Tooltip("Move speed of the character in m/s")] - public float MoveSpeed = 4.0f; - [Tooltip("Sprint speed of the character in m/s")] - public float SprintSpeed = 6.0f; - [Tooltip("Rotation speed of the character")] - public float RotationSpeed = 1.0f; - [Tooltip("Acceleration and deceleration")] - public float SpeedChangeRate = 10.0f; + public class FirstPersonController : MonoBehaviour + { + public float MoveSpeed = 4.0f; + public float SprintSpeed = 6.0f; + public float RotationSpeed = 1.0f; + public float SpeedChangeRate = 10.0f; + public float JumpHeight = 1.2f; + public float Gravity = -15.0f; + public float JumpTimeout = 0.1f; + public float FallTimeout = 0.15f; + public bool Grounded = true; + public float GroundedOffset = -0.14f; + public float GroundedRadius = 0.5f; + public LayerMask GroundLayers; + public GameObject CinemachineCameraTarget; + public float TopClamp = 90.0f; + public float BottomClamp = -90.0f; - [Space(10)] - [Tooltip("The height the player can jump")] - public float JumpHeight = 1.2f; - [Tooltip("The character uses its own gravity value. The engine default is -9.81f")] - public float Gravity = -15.0f; - - [Space(10)] - [Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")] - public float JumpTimeout = 0.1f; - [Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")] - public float FallTimeout = 0.15f; - - [Header("Player Grounded")] - [Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")] - public bool Grounded = true; - [Tooltip("Useful for rough ground")] - public float GroundedOffset = -0.14f; - [Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")] - public float GroundedRadius = 0.5f; - [Tooltip("What layers the character uses as ground")] - public LayerMask GroundLayers; - - [Header("Cinemachine")] - [Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")] - public GameObject CinemachineCameraTarget; - [Tooltip("How far in degrees can you move the camera up")] - public float TopClamp = 90.0f; - [Tooltip("How far in degrees can you move the camera down")] - public float BottomClamp = -90.0f; - - // cinemachine - private float _cinemachineTargetPitch; - - // player - private float _speed; - private float _rotationVelocity; - private float _verticalVelocity; - private float _terminalVelocity = 53.0f; - - // timeout deltatime - private float _jumpTimeoutDelta; - private float _fallTimeoutDelta; - - + private float _cinemachineTargetPitch; + private float _speed; + private float _rotationVelocity; + private float _verticalVelocity; + private float _terminalVelocity = 53.0f; + private float _jumpTimeoutDelta; + private float _fallTimeoutDelta; #if ENABLE_INPUT_SYSTEM - private PlayerInput _playerInput; + private PlayerInput _playerInput; #endif - private CharacterController _controller; - private StarterAssetsInputs _input; - private GameObject _mainCamera; + private CharacterController _controller; + private StarterAssetsInputs _input; + private GameObject _mainCamera; + private const float _threshold = 0.01f; + private bool isClimbing = false; + public float LadderClimbSpeed = 3.0f; - private const float _threshold = 0.01f; - - private bool IsCurrentDeviceMouse - { - get - { - #if ENABLE_INPUT_SYSTEM - return _playerInput.currentControlScheme == "KeyboardMouse"; - #else - return false; - #endif - } - } - - private void Awake() - { - // get a reference to our main camera - if (_mainCamera == null) - { - _mainCamera = GameObject.FindGameObjectWithTag("MainCamera"); - } - } - - private void Start() - { - _controller = GetComponent(); - _input = GetComponent(); + private bool IsCurrentDeviceMouse + { + get + { #if ENABLE_INPUT_SYSTEM - _playerInput = GetComponent(); + return _playerInput.currentControlScheme == "KeyboardMouse"; #else - Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it"); + return false; #endif + } + } - // reset our timeouts on start - _jumpTimeoutDelta = JumpTimeout; - _fallTimeoutDelta = FallTimeout; - } + private void Awake() + { + if (_mainCamera == null) + { + _mainCamera = GameObject.FindGameObjectWithTag("MainCamera"); + } + } - private void Update() - { - JumpAndGravity(); - GroundedCheck(); - Move(); - } + private void Start() + { + _controller = GetComponent(); + _input = GetComponent(); +#if ENABLE_INPUT_SYSTEM + _playerInput = GetComponent(); +#else + Debug.LogError("Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it"); +#endif + _jumpTimeoutDelta = JumpTimeout; + _fallTimeoutDelta = FallTimeout; + } - private void LateUpdate() - { - CameraRotation(); - } + private void Update() + { + if (isClimbing) + { + LadderClimb(); + } + else + { + JumpAndGravity(); + GroundedCheck(); + Move(); + } + } - private void GroundedCheck() - { - // set sphere position, with offset - Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z); - Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore); - } + private void LateUpdate() + { + CameraRotation(); + } - private void CameraRotation() - { - // if there is an input - if (_input.look.sqrMagnitude >= _threshold) - { - //Don't multiply mouse input by Time.deltaTime - float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime; - - _cinemachineTargetPitch += _input.look.y * RotationSpeed * deltaTimeMultiplier; - _rotationVelocity = _input.look.x * RotationSpeed * deltaTimeMultiplier; + private void GroundedCheck() + { + Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z); + Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore); + } - // clamp our pitch rotation - _cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp); + private void CameraRotation() + { + if (_input.look.sqrMagnitude >= _threshold) + { + float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime; + _cinemachineTargetPitch += _input.look.y * RotationSpeed * deltaTimeMultiplier; + _rotationVelocity = _input.look.x * RotationSpeed * deltaTimeMultiplier; + _cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp); + CinemachineCameraTarget.transform.localRotation = Quaternion.Euler(_cinemachineTargetPitch, 0.0f, 0.0f); + transform.Rotate(Vector3.up * _rotationVelocity); + } + } - // Update Cinemachine camera target pitch - CinemachineCameraTarget.transform.localRotation = Quaternion.Euler(_cinemachineTargetPitch, 0.0f, 0.0f); + private void Move() + { + float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed; + if (_input.move == Vector2.zero) + targetSpeed = 0.0f; + float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude; + float speedOffset = 0.1f; + float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f; + if (currentHorizontalSpeed < targetSpeed - speedOffset || currentHorizontalSpeed > targetSpeed + speedOffset) + { + _speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude, Time.deltaTime * SpeedChangeRate); + _speed = Mathf.Round(_speed * 1000f) / 1000f; + } + else + { + _speed = targetSpeed; + } + Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized; + if (_input.move != Vector2.zero) + { + inputDirection = transform.right * _input.move.x + transform.forward * _input.move.y; + } + _controller.Move(inputDirection.normalized * (_speed * Time.deltaTime) + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime); + } - // rotate the player left and right - transform.Rotate(Vector3.up * _rotationVelocity); - } - } + private void JumpAndGravity() + { + if (Grounded) + { + _fallTimeoutDelta = FallTimeout; + if (_verticalVelocity < 0.0f) + { + _verticalVelocity = -2f; + } + if (_input.jump && _jumpTimeoutDelta <= 0.0f) + { + _verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity); + } + if (_jumpTimeoutDelta >= 0.0f) + { + _jumpTimeoutDelta -= Time.deltaTime; + } + } + else + { + _jumpTimeoutDelta = JumpTimeout; + if (_fallTimeoutDelta >= 0.0f) + { + _fallTimeoutDelta -= Time.deltaTime; + } + _input.jump = false; + } + if (_verticalVelocity < _terminalVelocity) + { + _verticalVelocity += Gravity * Time.deltaTime; + } + } - private void Move() - { - // set target speed based on move speed, sprint speed and if sprint is pressed - float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed; + private static float ClampAngle(float lfAngle, float lfMin, float lfMax) + { + if (lfAngle < -360f) + lfAngle += 360f; + if (lfAngle > 360f) + lfAngle -= 360f; + return Mathf.Clamp(lfAngle, lfMin, lfMax); + } - // a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon + private void LadderClimb() + { + if (_input.jump || Mathf.Abs(_input.move.x) > 0.1f) + { + isClimbing = false; + _controller.slopeLimit = 45f; + _controller.Move(transform.forward * MoveSpeed * Time.deltaTime); + return; + } + float climbVelocity = _input.move.y * LadderClimbSpeed; + Vector3 moveVector = new Vector3(0, climbVelocity, 0); + _controller.Move(moveVector * Time.deltaTime); + } - // note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude - // if there is no input, set the target speed to 0 - if (_input.move == Vector2.zero) targetSpeed = 0.0f; + private void OnTriggerEnter(Collider other) + { + if (other.CompareTag("Ladder")) + { + isClimbing = true; + _controller.slopeLimit = 90f; + } + } - // a reference to the players current horizontal velocity - float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude; + private void OnTriggerExit(Collider other) + { + if (other.CompareTag("Ladder")) + { + isClimbing = false; + _controller.slopeLimit = 45f; + } + } - float speedOffset = 0.1f; - float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f; - - // accelerate or decelerate to target speed - if (currentHorizontalSpeed < targetSpeed - speedOffset || currentHorizontalSpeed > targetSpeed + speedOffset) - { - // creates curved result rather than a linear one giving a more organic speed change - // note T in Lerp is clamped, so we don't need to clamp our speed - _speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude, Time.deltaTime * SpeedChangeRate); - - // round speed to 3 decimal places - _speed = Mathf.Round(_speed * 1000f) / 1000f; - } - else - { - _speed = targetSpeed; - } - - // normalise input direction - Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized; - - // note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude - // if there is a move input rotate player when the player is moving - if (_input.move != Vector2.zero) - { - // move - inputDirection = transform.right * _input.move.x + transform.forward * _input.move.y; - } - - // move the player - _controller.Move(inputDirection.normalized * (_speed * Time.deltaTime) + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime); - } - - private void JumpAndGravity() - { - if (Grounded) - { - // reset the fall timeout timer - _fallTimeoutDelta = FallTimeout; - - // stop our velocity dropping infinitely when grounded - if (_verticalVelocity < 0.0f) - { - _verticalVelocity = -2f; - } - - // Jump - if (_input.jump && _jumpTimeoutDelta <= 0.0f) - { - // the square root of H * -2 * G = how much velocity needed to reach desired height - _verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity); - } - - // jump timeout - if (_jumpTimeoutDelta >= 0.0f) - { - _jumpTimeoutDelta -= Time.deltaTime; - } - } - else - { - // reset the jump timeout timer - _jumpTimeoutDelta = JumpTimeout; - - // fall timeout - if (_fallTimeoutDelta >= 0.0f) - { - _fallTimeoutDelta -= Time.deltaTime; - } - - // if we are not grounded, do not jump - _input.jump = false; - } - - // apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time) - if (_verticalVelocity < _terminalVelocity) - { - _verticalVelocity += Gravity * Time.deltaTime; - } - } - - private static float ClampAngle(float lfAngle, float lfMin, float lfMax) - { - if (lfAngle < -360f) lfAngle += 360f; - if (lfAngle > 360f) lfAngle -= 360f; - return Mathf.Clamp(lfAngle, lfMin, lfMax); - } - - private void OnDrawGizmosSelected() - { - Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f); - Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f); - - if (Grounded) Gizmos.color = transparentGreen; - 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