This commit is contained in:
NBTEMP\bib
2026-07-16 11:03:09 +02:00
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using UnityEngine;
public class EquipmentManager : MonoBehaviour
{
[SerializeField] public GameObject AR;
[SerializeField]public GameObject Pistole;
[SerializeField]public GameObject Verband;
[SerializeField]public GameObject Knife;
public bool ARisOn = true;
public bool PistoleIsOn = false;
public bool VerbandIsOn = false;
public bool KnifeIsOn = false;
void Start()
{
}
// Update is called once per frame
void Update()
{
if(Input.GetKeyDown(KeyCode.Alpha2) && PistoleIsOn == false)
{
AR.SetActive(false);
Pistole.SetActive(true);
Verband.SetActive(false);
Knife.SetActive(false);
ARisOn = false;
PistoleIsOn = true;
VerbandIsOn = false;
KnifeIsOn = false;
}
if (Input.GetKeyDown(KeyCode.Alpha1) && ARisOn == false)
{
AR.SetActive(true);
Pistole.SetActive(false);
Verband.SetActive(false);
Knife.SetActive(false);
ARisOn = true;
PistoleIsOn = false;
VerbandIsOn = false;
KnifeIsOn = false;
}
if (Input.GetKeyDown(KeyCode.Alpha3) && VerbandIsOn == false)
{
AR.SetActive(false);
Pistole.SetActive(false);
Verband.SetActive(true);
Knife.SetActive(false);
ARisOn = false;
PistoleIsOn = false;
VerbandIsOn = true;
KnifeIsOn = false;
}
if (Input.GetKeyDown(KeyCode.Alpha4) && KnifeIsOn == false)
{
AR.SetActive(false);
Pistole.SetActive(false);
Verband.SetActive(false);
Knife.SetActive(true);
ARisOn = false;
PistoleIsOn = false;
VerbandIsOn = false;
KnifeIsOn = true;
}
}
}
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using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
/* Note: animations are called via the controller for both the character and capsule using animator null checks
*/
namespace StarterAssets
namespace StarterAssets
{
using UnityEngine;
using UnityEngine.InputSystem;
[RequireComponent(typeof(CharacterController))]
#if ENABLE_INPUT_SYSTEM
[RequireComponent(typeof(PlayerInput))]
#endif
public class ThirdPersonController : MonoBehaviour
{
[Header("Player")]
[Tooltip("Move speed of the character in m/s")]
public float MoveSpeed = 2.0f;
[Tooltip("Sprint speed of the character in m/s")]
public float SprintSpeed = 5.335f;
[Tooltip("How fast the character turns to face movement direction")]
[Range(0.0f, 0.3f)]
public float RotationSmoothTime = 0.12f;
[Tooltip("Acceleration and deceleration")]
public float SpeedChangeRate = 10.0f;
public AudioSource AudioFootsteps;
public AudioSource LandingAudio;
public AudioSource AudioFoley;
public AudioClip LandingAudioClip;
public AudioClip[] FootstepAudioClips;
[Range(0, 1)] public float FootstepAudioVolume = 0.5f;
[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 = 0.50f;
[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 = 0.28f;
[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 Camera PlayerCamera;
public float TopClamp = 70.0f;
[Tooltip("How far in degrees can you move the camera down")]
public float BottomClamp = -30.0f;
[Tooltip("Additional degress to override the camera. Useful for fine tuning camera position when locked")]
public float CameraAngleOverride = 0.0f;
[Tooltip("For locking the camera position on all axis")]
public bool LockCameraPosition = false;
// cinemachine
private float _cinemachineTargetYaw;
private float _cinemachineTargetPitch;
// player
private float _speed;
private float _animationBlend;
private float _targetRotation = 0.0f;
private float _rotationVelocity;
private float _verticalVelocity;
private float _terminalVelocity = 53.0f;
// timeout deltatime
private float _jumpTimeoutDelta;
private float _fallTimeoutDelta;
// animation IDs
private PlayerInput _playerInput;
private CharacterController _controller;
private StarterAssetsInputs _input;
private Animator _animator;
private int _animIDSpeed;
private int _animIDGrounded;
private int _animIDJump;
private int _animIDFreeFall;
private int _animIDMotionSpeed;
#if ENABLE_INPUT_SYSTEM
private PlayerInput _playerInput;
#endif
private Animator _animator;
private CharacterController _controller;
private StarterAssetsInputs _input;
private GameObject _mainCamera;
private const float _threshold = 0.01f;
private bool _hasAnimator;
private bool IsCurrentDeviceMouse
{
get
{
#if ENABLE_INPUT_SYSTEM
return _playerInput.currentControlScheme == "KeyboardMouse";
#else
return false;
#endif
return _playerInput != null && _playerInput.currentControlScheme == "KeyboardMouse";
}
}
private void Awake()
{
// get a reference to our main camera
if (_mainCamera == null)
if (PlayerCamera == null)
{
_mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
PlayerCamera = Camera.main;
}
}
private void Start()
{
_cinemachineTargetYaw = CinemachineCameraTarget.transform.rotation.eulerAngles.y;
_hasAnimator = TryGetComponent(out _animator);
_cinemachineTargetYaw = PlayerCamera.transform.rotation.eulerAngles.y;
_controller = GetComponent<CharacterController>();
_input = GetComponent<StarterAssetsInputs>();
#if ENABLE_INPUT_SYSTEM
_hasAnimator = TryGetComponent(out _animator);
_playerInput = GetComponent<PlayerInput>();
#else
Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it");
#endif
AssignAnimationIDs();
// reset our timeouts on start
_jumpTimeoutDelta = JumpTimeout;
_fallTimeoutDelta = FallTimeout;
}
private void Update()
{
_hasAnimator = TryGetComponent(out _animator);
JumpAndGravity();
GroundedCheck();
Move();
@@ -180,13 +94,9 @@ namespace StarterAssets
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);
// update animator if using character
Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z);
//https://docs.unity3d.com/6000.4/Documentation/ScriptReference/Physics.CheckSphere.html
Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore);
if (_hasAnimator)
{
_animator.SetBool(_animIDGrounded, Grounded);
@@ -195,127 +105,69 @@ namespace StarterAssets
private void CameraRotation()
{
// if there is an input and camera position is not fixed
if (_input.look.sqrMagnitude >= _threshold && !LockCameraPosition)
{
//Don't multiply mouse input by Time.deltaTime;
float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime;
_cinemachineTargetYaw += _input.look.x * deltaTimeMultiplier;
_cinemachineTargetPitch += _input.look.y * deltaTimeMultiplier;
}
// clamp our rotations so our values are limited 360 degrees
_cinemachineTargetYaw = ClampAngle(_cinemachineTargetYaw, float.MinValue, float.MaxValue);
_cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
// Cinemachine will follow this target
CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride,
_cinemachineTargetYaw, 0.0f);
PlayerCamera.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride, _cinemachineTargetYaw, 0.0f);
transform.rotation = Quaternion.Euler(0.0f, _cinemachineTargetYaw, 0.0f);
}
//https://docs.unity3d.com/6000.4/Documentation/ScriptReference/CharacterController.Move.html
private void Move()
{
// set target speed based on move speed, sprint speed and if sprint is pressed
float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;
// a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon
// 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;
// a reference to the players current horizontal velocity
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;
// accelerate or decelerate to target speed
if (currentHorizontalSpeed < targetSpeed - speedOffset ||
currentHorizontalSpeed > targetSpeed + speedOffset)
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.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude, Time.deltaTime * SpeedChangeRate);
_speed = Mathf.Round(_speed * 1000f) / 1000f;
}
else
{
_speed = targetSpeed;
}
_animationBlend = Mathf.Lerp(_animationBlend, targetSpeed, Time.deltaTime * SpeedChangeRate);
if (_animationBlend < 0.01f) _animationBlend = 0f;
// 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)
{
_targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg +
_mainCamera.transform.eulerAngles.y;
float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, _targetRotation, ref _rotationVelocity,
RotationSmoothTime);
// rotate to face input direction relative to camera position
transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);
}
Vector3 targetDirection = Quaternion.Euler(0.0f, _targetRotation, 0.0f) * Vector3.forward;
// move the player
_controller.Move(targetDirection.normalized * (_speed * Time.deltaTime) +
new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
// update animator if using character
Vector3 moveDirection = PlayerCamera.transform.right * inputDirection.x + PlayerCamera.transform.forward * inputDirection.z;
moveDirection.y = 0f;
_controller.Move(moveDirection.normalized * (_speed * Time.deltaTime) + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
if (_hasAnimator)
{
_animator.SetFloat(_animIDSpeed, _animationBlend);
_animator.SetFloat(_animIDSpeed, _speed);
_animator.SetFloat(_animIDMotionSpeed, inputMagnitude);
}
}
//https://docs.unity3d.com/6000.4/Documentation/ScriptReference/Mathf.Sqrt.html
private void JumpAndGravity()
{
if (Grounded)
{
// reset the fall timeout timer
_fallTimeoutDelta = FallTimeout;
// update animator if using character
if (_hasAnimator)
{
_animator.SetBool(_animIDJump, false);
_animator.SetBool(_animIDFreeFall, false);
}
// 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);
// update animator if using character
if (_hasAnimator)
{
_animator.SetBool(_animIDJump, true);
}
}
// jump timeout
if (_jumpTimeoutDelta >= 0.0f)
{
_jumpTimeoutDelta -= Time.deltaTime;
@@ -323,28 +175,20 @@ namespace StarterAssets
}
else
{
// reset the jump timeout timer
_jumpTimeoutDelta = JumpTimeout;
// fall timeout
if (_fallTimeoutDelta >= 0.0f)
{
_fallTimeoutDelta -= Time.deltaTime;
}
else
{
// update animator if using character
if (_hasAnimator)
{
_animator.SetBool(_animIDFreeFall, true);
}
}
// 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;
@@ -358,40 +202,22 @@ namespace StarterAssets
return Mathf.Clamp(lfAngle, lfMin, lfMax);
}
private void OnFootstep(AnimationEvent animationEvent)
{
}
// Die beiden teile sind einfach da damit das spiel nicht einfriert, immernoch keinen plan warum, aber es ist so
private void OnLand(AnimationEvent animationEvent)
{
}
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;
else Gizmos.color = transparentRed;
// when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
Gizmos.DrawSphere(
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Gizmos.DrawSphere(new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z), GroundedRadius);
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}
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