GGJ2022/Assets/PlayerController.cs

64 lines
2.1 KiB
C#

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;
public Vector3 jump;
public float jumpForce = 2.0f;
void Start()
{
rb = GetComponent<Rigidbody>();
characterController = GetComponent<CharacterController>();
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);
Vector3 forward = transform.TransformDirection(Vector3.forward);
Vector3 right = transform.TransformDirection(Vector3.right);
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;
float moveDirectionY = moveDirection.y;
if (Input.GetKeyDown(KeyCode.Space))
{
Debug.Log("Jump");
moveDirection.y += jumpSpeed;
}
else
{
moveDirection.y = moveDirectionY;
}
moveDirection = (forward * curSpeedX) + (right * curSpeedY);
characterController.Move(moveDirection * Time.deltaTime);
}
}