Files
Test-Multiplayer/Assets/Scripts/CharacterMovement.cs
2026-02-09 21:58:30 +02:00

250 lines
8.4 KiB
C#

using UnityEngine;
using Mirror;
using UnityEngine.InputSystem;
public class CharacterMovement : NetworkBehaviour
{
Animator animator;
int isWalkingHash;
int isRunningHash;
PlayerInput input;
Vector2 currentMovement;
Vector2 combinedMovement;
bool movementPressed;
bool runPressed;
// track last sent state to avoid network spam
bool lastSentWalking;
bool lastSentRunning;
// assign this in the player prefab to an empty child transform positioned where the camera should sit (e.g. head)
public Transform cameraMount;
// camera follow settings
Camera mainCamera;
Vector3 cameraLocalOffsetStable = new Vector3(0f, 2f, -4f); // fallback offset (local)
public float followSpeed = 5f;
public float idleFollowSpeed = 0.5f; // slower smoothing while idle (keeps camera stable)
public Vector3 cameraLookOffset = new Vector3(0f, 1.5f, 0f); // where camera looks relative to player root
void Awake()
{
input = new PlayerInput();
input.CharacterControls.Movement.performed += ctx =>
{
currentMovement = ctx.ReadValue<Vector2>();
movementPressed = currentMovement.x != 0 || currentMovement.y != 0;
};
input.CharacterControls.Movement.canceled += ctx =>
{
currentMovement = Vector2.zero;
movementPressed = false;
};
input.CharacterControls.Run.performed += ctx => runPressed = ctx.ReadValueAsButton();
input.CharacterControls.Run.canceled += ctx => runPressed = false;
}
void Start()
{
animator = GetComponent<Animator>();
isWalkingHash = Animator.StringToHash("isWalking");
isRunningHash = Animator.StringToHash("isRunning");
}
// Only the local player should drive input/movement
void Update()
{
if (!isLocalPlayer) return;
HandleMovement();
HandleRotation();
}
// Camera follow should be in LateUpdate so it follows the final character pose for the frame
void LateUpdate()
{
if (!isLocalPlayer) return;
if (mainCamera == null) return;
// Desired world position based on the stable local offset (relative to player root)
Vector3 desiredWorld = transform.TransformPoint(cameraLocalOffsetStable);
if (movementPressed)
{
// while moving: follow the player (smooth)
mainCamera.transform.position = Vector3.Lerp(mainCamera.transform.position, desiredWorld, Time.deltaTime * followSpeed);
}
else
{
// while idle: keep camera stable behind the player (don't follow micro animation bobbing)
// Update only XZ to remain behind, preserve camera's current Y (height) to avoid vertical bob
Vector3 idleTarget = new Vector3(desiredWorld.x, mainCamera.transform.position.y, desiredWorld.z);
mainCamera.transform.position = Vector3.Lerp(mainCamera.transform.position, idleTarget, Time.deltaTime * idleFollowSpeed);
}
// Always look at the player (with an offset so we look near the torso/head)
mainCamera.transform.LookAt(transform.position + cameraLookOffset);
}
void HandleRotation()
{
Vector3 currentPosition = transform.position;
Vector3 newPosition = new Vector3(combinedMovement.x, 0, combinedMovement.y);
// only rotate when there is movement to look at
if (newPosition.sqrMagnitude > 0f)
{
Vector3 positionToLookAt = currentPosition + newPosition;
transform.LookAt(positionToLookAt);
}
}
void HandleMovement()
{
// read keyboard WASD (supplements / works alongside Input System action bindings)
Vector2 keyboardMovement = Vector2.zero;
var kb = Keyboard.current;
if (kb != null)
{
if (kb.wKey.isPressed) keyboardMovement.y += 1f;
if (kb.sKey.isPressed) keyboardMovement.y -= 1f;
if (kb.aKey.isPressed) keyboardMovement.x -= 1f;
if (kb.dKey.isPressed) keyboardMovement.x += 1f;
}
// Disable keyboard WASD while typing in chat input
if (ChatUI.IsInputFieldFocused)
{
keyboardMovement = Vector2.zero;
}
// combine input action movement and keyboard movement
combinedMovement = currentMovement + keyboardMovement;
// prevent faster diagonal movement
combinedMovement = Vector2.ClampMagnitude(combinedMovement, 1f);
movementPressed = combinedMovement.x != 0 || combinedMovement.y != 0;
// detect Shift keys as an additional run input
bool shiftPressed = kb != null && (kb.leftShiftKey.isPressed || kb.rightShiftKey.isPressed);
bool runActive = runPressed || shiftPressed;
bool isRunning = animator.GetBool(isRunningHash);
bool isWalking = animator.GetBool(isWalkingHash);
if (movementPressed && !isWalking)
{
animator.SetBool(isWalkingHash, true);
isWalking = true;
}
if (!movementPressed && isWalking)
{
animator.SetBool(isWalkingHash, false);
isWalking = false;
}
if ((movementPressed && runActive) && !isRunning)
{
animator.SetBool(isRunningHash, true);
isRunning = true;
}
if ((!movementPressed || !runActive) && isRunning)
{
animator.SetBool(isRunningHash, false);
isRunning = false;
}
// send animator state to server only when changed
if (isWalking != lastSentWalking || isRunning != lastSentRunning)
{
lastSentWalking = isWalking;
lastSentRunning = isRunning;
CmdSendAnimationState(isWalking, isRunning);
}
// movement translation (local)
float speed = isRunning ? 6f : 3f;
Vector3 move = new Vector3(combinedMovement.x, 0, combinedMovement.y) * speed * Time.deltaTime;
transform.position += move;
}
public override void OnStartLocalPlayer()
{
Debug.Log("Local player started: " + netId);
input.CharacterControls.Enable();
// Setup camera for local player (do not parent to animated mount to avoid animation bobbing)
mainCamera = Camera.main;
if (mainCamera == null)
{
Debug.LogWarning("No Camera.main found in scene to attach to player.");
return;
}
// compute a stable local offset based on cameraMount, but use player root as the reference so animated child motion is ignored
if (cameraMount != null)
{
cameraLocalOffsetStable = transform.InverseTransformPoint(cameraMount.position);
}
else
{
// fallback to a sensible offset if no mount assigned
cameraLocalOffsetStable = new Vector3(0f, 2f, -4f);
Debug.LogWarning("cameraMount not assigned on player prefab. Using fallback offset.");
}
// unparent camera so we control world position directly
mainCamera.transform.SetParent(null, true);
// ensure only the local player's camera has an active AudioListener
var audio = mainCamera.GetComponent<AudioListener>();
if (audio != null) audio.enabled = true;
}
public override void OnStopLocalPlayer()
{
input.CharacterControls.Disable();
// optionally disable audio listener to avoid duplicates
if (mainCamera != null)
{
var audio = mainCamera.GetComponent<AudioListener>();
if (audio != null) audio.enabled = false;
}
mainCamera = null;
}
// Called on the server when client issues the command
[Command]
void CmdSendAnimationState(bool walking, bool running)
{
// update server-side animator if present
if (animator == null) animator = GetComponent<Animator>();
if (animator != null)
{
animator.SetBool(isWalkingHash, walking);
animator.SetBool(isRunningHash, running);
}
// broadcast to all clients
RpcUpdateAnimationState(walking, running);
}
// Executed on all clients to apply animator changes
[ClientRpc]
void RpcUpdateAnimationState(bool walking, bool running)
{
if (animator == null) animator = GetComponent<Animator>();
if (animator == null) return;
animator.SetBool(isWalkingHash, walking);
animator.SetBool(isRunningHash, running);
}
}