GGJ2022/Assets/Scripts/PlayerController.cs

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