You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
109 lines
2.8 KiB
109 lines
2.8 KiB
#if (ENABLE_INPUT_SYSTEM && INPUT_SYSTEM_INSTALLED)
|
|
#define USE_INPUT_SYSTEM
|
|
#endif
|
|
|
|
#if USE_INPUT_SYSTEM
|
|
using UnityEngine.InputSystem;
|
|
#endif
|
|
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
public class PlayerMovement : MonoBehaviour
|
|
{
|
|
public CharacterController controller;
|
|
|
|
public Transform modelTransform;
|
|
public Transform foamGeneratorParent;
|
|
|
|
public float rotationSpeed = 5f;
|
|
|
|
public float speed = 12f;
|
|
public float gravity = -10f;
|
|
public float jumpHeight = 2f;
|
|
|
|
public Transform groundCheck;
|
|
public float groundDistance = 0.4f;
|
|
public LayerMask groundMask;
|
|
|
|
|
|
Vector3 velocity;
|
|
bool isGrounded;
|
|
|
|
#if USE_INPUT_SYSTEM
|
|
InputAction movement;
|
|
InputAction jump;
|
|
|
|
void Start()
|
|
{
|
|
movement = new InputAction("PlayerMovement", binding: "<Gamepad>/leftStick");
|
|
movement.AddCompositeBinding("Dpad")
|
|
.With("Up", "<Keyboard>/w")
|
|
.With("Up", "<Keyboard>/upArrow")
|
|
.With("Down", "<Keyboard>/s")
|
|
.With("Down", "<Keyboard>/downArrow")
|
|
.With("Left", "<Keyboard>/a")
|
|
.With("Left", "<Keyboard>/leftArrow")
|
|
.With("Right", "<Keyboard>/d")
|
|
.With("Right", "<Keyboard>/rightArrow");
|
|
|
|
jump = new InputAction("PlayerJump", binding: "<Gamepad>/a");
|
|
jump.AddBinding("<Keyboard>/space");
|
|
|
|
movement.Enable();
|
|
jump.Enable();
|
|
}
|
|
|
|
#endif
|
|
|
|
// Update is called once per frame
|
|
void Update()
|
|
{
|
|
float x;
|
|
float z;
|
|
bool jumpPressed = false;
|
|
|
|
#if USE_INPUT_SYSTEM
|
|
var delta = movement.ReadValue<Vector2>();
|
|
x = -delta.x;
|
|
z = -delta.y;
|
|
jumpPressed = Mathf.Approximately(jump.ReadValue<float>(), 1);
|
|
#else
|
|
x = -Input.GetAxis("Horizontal");
|
|
z = -Input.GetAxis("Vertical");
|
|
jumpPressed = Input.GetButtonDown("Jump");
|
|
#endif
|
|
|
|
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
|
|
|
|
if (isGrounded && velocity.y < 0)
|
|
{
|
|
velocity.y = -2f;
|
|
}
|
|
|
|
Vector3 move = transform.right * x + transform.forward * z;
|
|
move = Vector3.Normalize(move);
|
|
|
|
controller.Move(move * speed * Time.deltaTime);
|
|
|
|
if (jumpPressed && isGrounded)
|
|
{
|
|
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
|
|
}
|
|
|
|
velocity.y += gravity * Time.deltaTime;
|
|
|
|
controller.Move(velocity * Time.deltaTime);
|
|
|
|
// Rotate controller based on where it's going.
|
|
if (move != Vector3.zero)
|
|
{
|
|
Quaternion targetRotation = Quaternion.LookRotation(move, Vector3.up);
|
|
modelTransform.rotation = Quaternion.RotateTowards(modelTransform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
|
|
}
|
|
|
|
foamGeneratorParent.localScale = Vector3.one * move.magnitude;
|
|
|
|
}
|
|
}
|