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; CharacterController characterController; public float rotationX = 0; // Start is called before the first frame update [HideInInspector] bool canMove = true; Rigidbody rb; private GameObject collisionGameObject = null; float moveDirectionY; public Vector3 jump; public float jumpForce = 2.0f; void Start() { rb = GetComponent(); characterController = GetComponent(); 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; moveDirection = (transform.forward * curSpeedX * Time.deltaTime) + (transform.right * curSpeedY * Time.deltaTime); if (Input.GetKeyDown(KeyCode.Space)) { Debug.Log("Jump"); rb.AddForce(transform.up * jumpSpeed * 500 * Time.deltaTime, ForceMode.Impulse); } if(this.collisionGameObject != null){ transform.rotation = Quaternion.Slerp(transform.rotation, this.collisionGameObject.transform.rotation, Time.deltaTime * 1.0f); } rb.MovePosition(rb.position + moveDirection); //characterController.Move(moveDirection * Time.deltaTime); } void OnCollisionExit(Collision other) { if (other.gameObject.tag == "platform") { this.collisionGameObject = null; } } void OnCollisionEnter(Collision other) { if (other.gameObject.tag == "platform") { // FIXME: var thisTransform = this.gameObject.transform; // thisTransform.eulerAngles = new Vector3(thisTransform.eulerAngles.x, thisTransform.eulerAngles.y, collision.transform.eulerAngles.z); // thisTransform.rotation = new Quaternion(thisTransform.rotation.x, thisTransform.rotation.y, thisTransform.rotation.z, 1.0f) * Vector3.forward; this.collisionGameObject = other.gameObject; Vector3 gDirection = new Quaternion(0.0f, 0.0f, other.gameObject.transform.rotation.z, 1.0f) * Vector3.down; Physics.gravity = gDirection * 9.81f; Debug.Log(Physics.gravity); //Physics.gravity = -Physics.gravity; } } }