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; public ParticleSystem runningParticles; Vector3 moveDirection = Vector3.zero; public float rotationX = 0; // Start is called before the first frame update [HideInInspector] bool canMove = true; Rigidbody rb; float moveDirectionY; public Vector3 jump; public float jumpForce = 2.0f; private bool isGoundet = false; void Start() { rb = 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 (isRunning && !myParticles.isPlaying()) { runningParticles.Play(); } else if (!isRunning && myParticles.isPlaying()) { runningParticles.Stop(); } if (Input.GetKeyUp(KeyCode.Space) && isGoundet) { Debug.Log("Jump"); rb.AddForce(transform.up * jumpSpeed * 500 * Time.deltaTime, ForceMode.Impulse); isGoundet = false; } rb.MovePosition(rb.position + moveDirection); } void OnCollisionEnter(Collision other) { isGoundet = true; if (other.gameObject.tag == "platform") { var thisTransform = this.gameObject.transform; 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); } Vector3 gDirection; PlatformManager platform = other.gameObject.GetComponent(); if (platform != null && platform.type == PlatformManager.PlatformType.Pull) { gDirection = new Quaternion(0.0f, 0.0f, other.gameObject.transform.rotation.z, 1.0f) * Vector3.down; } else if (platform != null && platform.type == PlatformManager.PlatformType.Push) { gDirection = new Quaternion(0.0f, 0.0f, other.gameObject.transform.rotation.z, 1.0f) * Vector3.up; } else { gDirection = new Quaternion(0.0f, 0.0f, other.gameObject.transform.rotation.z, 1.0f) * Vector3.down; } Physics.gravity = gDirection * 9.81f; } } }