100 lines
2.6 KiB
C#
100 lines
2.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlayerMovementController : MonoBehaviour
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{
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[SerializeField]
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private PlayerAnimationController animcontroller;
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private float x = 0;
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private float y = 0;
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private float mouseX = 0;
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private bool isRunning = false;
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[SerializeField]
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private CharacterController ccontroller;
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[SerializeField]
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private CameraController cameraController;
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[SerializeField]
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private float speed = 1f;
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[SerializeField]
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private float sideSpeed = 0.5f;
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[SerializeField]
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private float animatedRotationSpeed = 5f;
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[SerializeField]
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private Camera cam;
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[HideInInspector]
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public bool AllowRotation = false;
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private Vector3 lookingDirectionVector;
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private void GetMovementOld()
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{
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x = Input.GetAxis("Horizontal");
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y = Input.GetAxis("Vertical");
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isRunning = (Mathf.Abs(y) > 0.1f || Mathf.Abs(x) > 0.1f);
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}
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private void MovePlayer()
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{
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Vector3 movement = Vector3.zero;
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movement += transform.forward * Mathf.Abs(y) * Time.deltaTime * speed;//+(transform.right*x*Time.deltaTime*speed);
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//movement += transform.right * Mathf.Abs(x) * Time.deltaTime * sideSpeed;
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movement += transform.forward * Mathf.Abs(x) * Time.deltaTime * speed;
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movement += Vector3.down * 9.8f;
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ccontroller.Move(movement);
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}
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public void SetSpeed(float speed)
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{
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this.speed = speed;
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}
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private void GetJumpOld()
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{
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}
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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AllowRotation = Input.GetMouseButton(1);
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GetMovementOld();
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MovePlayer();
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animcontroller.Animate(new Vector2(x, y), false,isRunning);
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this.lookingDirectionVector = ((cameraController.Forward * y) + cameraController.Right * x).normalized;
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if (isRunning && !Input.GetMouseButtonDown(1)||AllowRotation)
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{
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if (AllowRotation && x == 0 && y == 0)
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{
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this.lookingDirectionVector = cameraController.Forward.normalized;
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}
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SlowLookAt(this.lookingDirectionVector);
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}
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}
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void SlowLookAt(Vector3 targetVector)
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{
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Vector3 relativePos = targetVector;
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Quaternion toRotation = Quaternion.LookRotation(relativePos);
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transform.rotation = Quaternion.Lerp(transform.rotation, toRotation, animatedRotationSpeed * Time.deltaTime);
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}
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}
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