2022-01-28 19:00:56 +00:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlayerController : MonoBehaviour
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{
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public float walkSpeed = 7.5f;
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public float runningSpeed = 7.5f;
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public float jumpSpeed = 7.5f;
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public float lookSpeed = 7.5f;
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public float lookXLimit = 7.5f;
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public Camera playerCamera;
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Vector3 moveDirection = Vector3.zero;
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public float rotationX = 0;
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// Start is called before the first frame update
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[HideInInspector]
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bool canMove = true;
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Rigidbody rb;
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2022-01-28 20:05:41 +00:00
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float moveDirectionY;
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2022-01-28 19:00:56 +00:00
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public Vector3 jump;
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public float jumpForce = 2.0f;
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void Start()
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{
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rb = GetComponent<Rigidbody>();
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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jump = new Vector3(0.0f, 2.0f, 0.0f);
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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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rotationX += -Input.GetAxis("Mouse Y") * lookSpeed;
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rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit);
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playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);
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transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);
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bool isRunning = Input.GetKey(KeyCode.LeftShift);
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float curSpeedX = canMove ? (isRunning ? runningSpeed : walkSpeed) * Input.GetAxis("Vertical") : 0;
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float curSpeedY = canMove ? (isRunning ? runningSpeed : walkSpeed) * Input.GetAxis("Horizontal") : 0;
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2022-01-28 20:05:41 +00:00
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moveDirection = (transform.forward * curSpeedX * Time.deltaTime) + (transform.right * curSpeedY * Time.deltaTime);
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2022-01-28 19:00:56 +00:00
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if (Input.GetKeyDown(KeyCode.Space))
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{
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Debug.Log("Jump");
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2022-01-28 20:05:41 +00:00
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rb.AddForce(transform.up * jumpSpeed * 500 * Time.deltaTime, ForceMode.Impulse);
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2022-01-28 19:00:56 +00:00
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}
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2022-01-28 20:05:41 +00:00
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rb.MovePosition(rb.position + moveDirection);
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2022-01-28 19:00:56 +00:00
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}
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2022-01-28 20:50:13 +00:00
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2022-01-28 22:38:33 +00:00
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void OnCollisionEnter(Collision other)
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2022-01-28 20:50:13 +00:00
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{
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2022-01-28 22:38:33 +00:00
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if (other.gameObject.tag == "platform")
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2022-01-28 20:50:13 +00:00
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{
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2022-01-28 22:18:07 +00:00
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var thisTransform = this.gameObject.transform;
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2022-01-28 23:40:14 +00:00
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Vector3 axis;
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float angle;
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axis = Vector3.Cross(-transform.up, -other.transform.up);
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if (axis != Vector3.zero)
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{
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angle = Mathf.Atan2(Vector3.Magnitude(axis), Vector3.Dot(-transform.up, -other.transform.up));
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transform.RotateAround(axis, angle);
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}
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2022-01-28 22:38:33 +00:00
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Vector3 gDirection = new Quaternion(0.0f, 0.0f, other.gameObject.transform.rotation.z, 1.0f) * Vector3.down;
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2022-01-28 21:51:06 +00:00
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2022-01-28 22:18:07 +00:00
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Physics.gravity = gDirection * 9.81f;
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2022-01-28 20:50:13 +00:00
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}
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}
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2022-01-28 19:00:56 +00:00
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}
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