Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

add stamina to the FPS script?

Discussion in 'Scripting' started by Treasureman, May 18, 2016.

  1. Treasureman

    Treasureman

    Joined:
    Jul 5, 2014
    Posts:
    563
    I have a UI Image in my game that functions as a stamina bar. I want to make the Unity default first person script so that when the stamina bar's x position = -26.61, then the player cannot run or jump, but can still walk. Here's the Unity Script...
    Code (CSharp):
    1. using System;
    2. using UnityEngine;
    3. using UnityStandardAssets.CrossPlatformInput;
    4. using UnityStandardAssets.Utility;
    5. using Random = UnityEngine.Random;
    6.  
    7. namespace UnityStandardAssets.Characters.FirstPerson
    8. {
    9.     [RequireComponent(typeof (CharacterController))]
    10.     [RequireComponent(typeof (AudioSource))]
    11.     public class FirstPersonController : MonoBehaviour
    12.     {
    13.         [SerializeField] private bool m_IsWalking;
    14.         [SerializeField] private float m_WalkSpeed;
    15.         [SerializeField] private float m_RunSpeed;
    16.         [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten;
    17.         [SerializeField] private float m_JumpSpeed;
    18.         [SerializeField] private float m_StickToGroundForce;
    19.         [SerializeField] private float m_GravityMultiplier;
    20.         [SerializeField] private MouseLook m_MouseLook;
    21.         [SerializeField] private bool m_UseFovKick;
    22.         [SerializeField] private FOVKick m_FovKick = new FOVKick();
    23.         [SerializeField] private bool m_UseHeadBob;
    24.         [SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob();
    25.         [SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob();
    26.         [SerializeField] private float m_StepInterval;
    27.         [SerializeField] private AudioClip[] m_FootstepSounds;    // an array of footstep sounds that will be randomly selected from.
    28.         [SerializeField] private AudioClip m_JumpSound;           // the sound played when character leaves the ground.
    29.         [SerializeField] private AudioClip m_LandSound;           // the sound played when character touches back on ground.
    30.  
    31.         private Camera m_Camera;
    32.         private bool m_Jump;
    33.         private float m_YRotation;
    34.         private Vector2 m_Input;
    35.         private Vector3 m_MoveDir = Vector3.zero;
    36.         private CharacterController m_CharacterController;
    37.         private CollisionFlags m_CollisionFlags;
    38.         private bool m_PreviouslyGrounded;
    39.         private Vector3 m_OriginalCameraPosition;
    40.         private float m_StepCycle;
    41.         private float m_NextStep;
    42.         private bool m_Jumping;
    43.         private AudioSource m_AudioSource;
    44.  
    45.         // Use this for initialization
    46.         private void Start()
    47.         {
    48.             m_CharacterController = GetComponent<CharacterController>();
    49.             m_Camera = Camera.main;
    50.             m_OriginalCameraPosition = m_Camera.transform.localPosition;
    51.             m_FovKick.Setup(m_Camera);
    52.             m_HeadBob.Setup(m_Camera, m_StepInterval);
    53.             m_StepCycle = 0f;
    54.             m_NextStep = m_StepCycle/2f;
    55.             m_Jumping = false;
    56.             m_AudioSource = GetComponent<AudioSource>();
    57.             m_MouseLook.Init(transform , m_Camera.transform);
    58.         }
    59.  
    60.  
    61.         // Update is called once per frame
    62.         private void Update()
    63.         {
    64.             RotateView();
    65.             // the jump state needs to read here to make sure it is not missed
    66.             if (!m_Jump)
    67.             {
    68.                 m_Jump = CrossPlatformInputManager.GetButtonDown("Jump") && m_CharacterController.isGrounded;
    69.             }
    70.  
    71.             if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
    72.             {
    73.                 StartCoroutine(m_JumpBob.DoBobCycle());
    74.                 PlayLandingSound();
    75.                 m_MoveDir.y = 0f;
    76.                 m_Jumping = false;
    77.             }
    78.             if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
    79.             {
    80.                 m_MoveDir.y = 0f;
    81.             }
    82.  
    83.             m_PreviouslyGrounded = m_CharacterController.isGrounded;
    84.         }
    85.  
    86.  
    87.         private void PlayLandingSound()
    88.         {
    89.             m_AudioSource.clip = m_LandSound;
    90.             m_AudioSource.Play();
    91.             m_NextStep = m_StepCycle + .5f;
    92.         }
    93.  
    94.  
    95.         private void FixedUpdate()
    96.         {
    97.             float speed;
    98.             GetInput(out speed);
    99.             // always move along the camera forward as it is the direction that it being aimed at
    100.             Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;
    101.  
    102.             // get a normal for the surface that is being touched to move along it
    103.             RaycastHit hitInfo;
    104.             Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
    105.                                m_CharacterController.height/2f, ~0, QueryTriggerInteraction.Ignore);
    106.             desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
    107.  
    108.             m_MoveDir.x = desiredMove.x*speed;
    109.             m_MoveDir.z = desiredMove.z*speed;
    110.  
    111.  
    112.             if (m_CharacterController.isGrounded)
    113.             {
    114.                 m_MoveDir.y = -m_StickToGroundForce;
    115.  
    116.                 if (m_Jump)
    117.                 {
    118.                     m_MoveDir.y = m_JumpSpeed;
    119.                     PlayJumpSound();
    120.                     m_Jump = false;
    121.                     m_Jumping = true;
    122.                 }
    123.             }
    124.             else
    125.             {
    126.                 m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;
    127.             }
    128.             m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);
    129.  
    130.             ProgressStepCycle(speed);
    131.             UpdateCameraPosition(speed);
    132.  
    133.             m_MouseLook.UpdateCursorLock();
    134.         }
    135.  
    136.  
    137.         private void PlayJumpSound()
    138.         {
    139.             m_AudioSource.clip = m_JumpSound;
    140.             m_AudioSource.Play();
    141.         }
    142.  
    143.  
    144.         private void ProgressStepCycle(float speed)
    145.         {
    146.             if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))
    147.             {
    148.                 m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*
    149.                              Time.fixedDeltaTime;
    150.             }
    151.  
    152.             if (!(m_StepCycle > m_NextStep))
    153.             {
    154.                 return;
    155.             }
    156.  
    157.             m_NextStep = m_StepCycle + m_StepInterval;
    158.  
    159.             PlayFootStepAudio();
    160.         }
    161.  
    162.  
    163.         private void PlayFootStepAudio()
    164.         {
    165.             if (!m_CharacterController.isGrounded)
    166.             {
    167.                 return;
    168.             }
    169.             // pick & play a random footstep sound from the array,
    170.             // excluding sound at index 0
    171.             int n = Random.Range(1, m_FootstepSounds.Length);
    172.             m_AudioSource.clip = m_FootstepSounds[n];
    173.             m_AudioSource.PlayOneShot(m_AudioSource.clip);
    174.             // move picked sound to index 0 so it's not picked next time
    175.             m_FootstepSounds[n] = m_FootstepSounds[0];
    176.             m_FootstepSounds[0] = m_AudioSource.clip;
    177.         }
    178.  
    179.  
    180.         private void UpdateCameraPosition(float speed)
    181.         {
    182.             Vector3 newCameraPosition;
    183.             if (!m_UseHeadBob)
    184.             {
    185.                 return;
    186.             }
    187.             if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)
    188.             {
    189.                 m_Camera.transform.localPosition =
    190.                     m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +
    191.                                       (speed*(m_IsWalking ? 1f : m_RunstepLenghten)));
    192.                 newCameraPosition = m_Camera.transform.localPosition;
    193.                 newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();
    194.             }
    195.             else
    196.             {
    197.                 newCameraPosition = m_Camera.transform.localPosition;
    198.                 newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();
    199.             }
    200.             m_Camera.transform.localPosition = newCameraPosition;
    201.         }
    202.  
    203.  
    204.         private void GetInput(out float speed)
    205.         {
    206.             // Read input
    207.             float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
    208.             float vertical = CrossPlatformInputManager.GetAxis("Vertical");
    209.  
    210.             bool waswalking = m_IsWalking;
    211.  
    212. #if !MOBILE_INPUT
    213.             // On standalone builds, walk/run speed is modified by a key press.
    214.             // keep track of whether or not the character is walking or running
    215.             m_IsWalking = !Input.GetButton("Sprint");
    216. #endif
    217.             // set the desired speed to be walking or running
    218.             speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
    219.             m_Input = new Vector2(horizontal, vertical);
    220.  
    221.             // normalize input if it exceeds 1 in combined length:
    222.             if (m_Input.sqrMagnitude > 1)
    223.             {
    224.                 m_Input.Normalize();
    225.             }
    226.  
    227.             // handle speed change to give an fov kick
    228.             // only if the player is going to a run, is running and the fovkick is to be used
    229.             if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
    230.             {
    231.                 StopAllCoroutines();
    232.                 StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
    233.             }
    234.         }
    235.  
    236.  
    237.         private void RotateView()
    238.         {
    239.             m_MouseLook.LookRotation (transform, m_Camera.transform);
    240.         }
    241.  
    242.  
    243.         private void OnControllerColliderHit(ControllerColliderHit hit)
    244.         {
    245.             Rigidbody body = hit.collider.attachedRigidbody;
    246.             //dont move the rigidbody if the character is on top of it
    247.             if (m_CollisionFlags == CollisionFlags.Below)
    248.             {
    249.                 return;
    250.             }
    251.  
    252.             if (body == null || body.isKinematic)
    253.             {
    254.                 return;
    255.             }
    256.             body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);
    257.         }
    258.     }
    259. }
    260.  
    How could I do this?
     
  2. Nubz

    Nubz

    Joined:
    Sep 22, 2012
    Posts:
    553
  3. NateLaw1988

    NateLaw1988

    Joined:
    Nov 17, 2016
    Posts:
    2
    Hi I know this is an old post but incase someone new comes along like I did I have posted a video with a project download link to a heavily extended first person controller