using System.Collections;
using System.Collections.Generic;
using Unity.Loading;
using UnityEngine;
using UnityEngine.SceneManagement;
public class RobloxianController : MonoBehaviour
{
Rigidbody rb;
public class PlayerInfo
{
}
public CharacterController controller;
public Transform cam;
public Transform groundCheck;
public Animator animator;
public float gravity = -9.81f;
public float speed = 6f;
public float jumpSpeed = 5;
public float turnSmoothTime = 0.1f;
public float groundDistance = 0.4f;
Vector3 velocity;
bool isJumping;
public LayerMask groundMask;
bool isGrounded;
bool isMoving;
public float jumpHeight = 3f;
float turnSmoothVelocity;
[SerializeField] GameObject player;
[SerializeField] List<GameObject> checkPoints;
[SerializeField] Vector3 vectorPoint;
[SerializeField] float dead;
// Update is called once per frame
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
StartCoroutine(ResetJump());
}
IEnumerator ResetJump()
{
while (true)
{
yield return new WaitForFixedUpdate();
isJumping = false;
}
}
void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
float horizontal = Input.GetAxisRaw("Horizontal");
float vertical = Input.GetAxisRaw("Vertical");
Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;
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 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
controller.Move(moveDir.normalized * speed * Time.deltaTime);
isMoving = true;
}
if (Input.GetButtonDown("Jump") && isGrounded && !isJumping)
{
StartCoroutine(Jump());
}
if (direction.magnitude <= 0.0f)
{
isMoving = false;
}
if (isGrounded != true)
{
animator.SetBool("Robloxian In Air", true);
}
else
{
animator.SetBool("Robloxian In Air", false);
isJumping = false; // Сбрасываем флаг isJumping в false при приземлении
}
if (isMoving)
{
animator.SetBool("Robloxian In Move", true);
}
else if (!isMoving)
{
animator.SetBool("Robloxian In Move", false);
}
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
if (player.transform.position.y < -dead)
{
player.transform.position = vectorPoint;
}
IEnumerator Jump()
{
isJumping = true;
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
yield return new WaitForSeconds(0.1f);
isJumping = false;
}
}
public void OnTriggerEnter(Collider other)
{
vectorPoint = player.transform.position;
Destroy(other.gameObject);
if (other.gameObject.CompareTag("JumpPad"))
{
velocity.y = Mathf.Sqrt(8f * -2f * gravity);
}
else if (other.gameObject.CompareTag("JumpPadToSky"))
{
velocity.y = Mathf.Sqrt(40f * -2f * gravity);
}
else if (other.gameObject.CompareTag("JumpPadMush"))
{
velocity.y = Mathf.Sqrt(52f * -2f * gravity);
}
}
}