Create new system for runing

This commit is contained in:
haitem 2022-01-29 16:44:40 +01:00
parent 16e333b8b9
commit a113a49e03
2 changed files with 434 additions and 18 deletions

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propertyPath: speed
value: 500
value: 10
objectReference: {fileID: 0}
- target: {fileID: 6650340373999088089, guid: 76b3e3235b07ca04f91c9b020603e1dd, type: 3}
propertyPath: m_RootOrder
@ -474,7 +860,7 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 6650340373999088089, guid: 76b3e3235b07ca04f91c9b020603e1dd, type: 3}
propertyPath: m_LocalPosition.x
value: -12.36
value: 0
objectReference: {fileID: 0}
- target: {fileID: 6650340373999088089, guid: 76b3e3235b07ca04f91c9b020603e1dd, type: 3}
propertyPath: m_LocalPosition.y
@ -482,7 +868,7 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 6650340373999088089, guid: 76b3e3235b07ca04f91c9b020603e1dd, type: 3}
propertyPath: m_LocalPosition.z
value: 9.42
value: 44.45
objectReference: {fileID: 0}
- target: {fileID: 6650340373999088089, guid: 76b3e3235b07ca04f91c9b020603e1dd, type: 3}
propertyPath: m_LocalRotation.w
@ -525,6 +911,14 @@ PrefabInstance:
m_Modification:
m_TransformParent: {fileID: 0}
m_Modifications:
- target: {fileID: 33096950, guid: ec622cf6f0988bc42a99ba84304c15a9, type: 3}
propertyPath: m_IsActive
value: 0
objectReference: {fileID: 0}
- target: {fileID: 3244356566819001085, guid: ec622cf6f0988bc42a99ba84304c15a9, type: 3}
propertyPath: m_LocalPosition.z
value: 0
objectReference: {fileID: 0}
- target: {fileID: 3244356567786994344, guid: ec622cf6f0988bc42a99ba84304c15a9, type: 3}
propertyPath: m_Name
value: Player

View File

@ -4,8 +4,12 @@ using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float walkSpeed = 7.5f;
public float runningSpeed = 7.5f;
public float speed = 7.5f;
public float maxSpeed = 15.0f;
public float minSpeed = 5.0f;
[HideInInspector]
public float currentSpeed = 0f;
private float modifier = 0.0f;
public float jumpSpeed = 7.5f;
public float lookSpeed = 7.5f;
public float lookXLimit = 40.0f;
@ -24,14 +28,15 @@ public class PlayerController : MonoBehaviour
public bool isRunning = false;
private Vector3 saveDirection;
private Vector3 downDirection;
private Vector3 platformForward;
private Vector3 follow = Vector3.zero;
void Start()
{
rb = GetComponent<Rigidbody>();
platformForward = Vector3.forward;
}
public void disableCursor()
@ -49,10 +54,22 @@ public class PlayerController : MonoBehaviour
transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);
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;
if (currentSpeed < minSpeed)
{
currentSpeed += 0.0005f;
}
moveDirection = (transform.forward * curSpeedX * Time.deltaTime) + (transform.right * curSpeedY * Time.deltaTime);
if (Input.GetAxis("Vertical") > 0 && currentSpeed < maxSpeed)
{
currentSpeed += 0.01f;
} else if (Input.GetAxis("Vertical") < 0 && currentSpeed > minSpeed) {
currentSpeed -= 0.01f;
}
float curSpeedX = canMove ? (currentSpeed + modifier) : 0;
float curSpeedY = canMove ? speed * Input.GetAxis("Horizontal") : 0;
moveDirection = (platformForward * curSpeedX * Time.deltaTime) + (transform.right * curSpeedY * Time.deltaTime);
if (isRunning && !runningParticles.isPlaying && Input.GetKey(KeyCode.W))
{
@ -162,15 +179,20 @@ public class PlayerController : MonoBehaviour
case PlatformManager.PlatformType.RotateZ:
break;
case PlatformManager.PlatformType.SpeedUp:
rb.AddForce(other.transform.forward * platform.speed * Time.deltaTime, ForceMode.Impulse);
modifier += platform.speed;
break;
case PlatformManager.PlatformType.SpeedDown:
rb.AddForce(-other.transform.forward * platform.speed * Time.deltaTime, ForceMode.Impulse);
if (modifier - platform.speed >= 0) {
modifier -= platform.speed;
} else {
modifier = 0.0f;
}
break;
default:
gDirection = -transform.up;
break;
}
platformForward = other.transform.forward;
this.downDirection = gDirection;
Physics.gravity = gDirection * 9.81f;
}