GGJ2022/Assets/Scripts/PlayerController.cs

72 lines
2.4 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;
float moveDirectionY;
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);
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);
}
rb.MovePosition(rb.position + moveDirection);
//characterController.Move(moveDirection * Time.deltaTime);
}
void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.tag == "platform")
{
this.gameObject.transform.rotation = collision.gameObject.transform.rotation;
Physics.gravity = (collision.gameObject.transform.rotation * Vector3.forward);
Debug.Log(Physics.gravity);
//Physics.gravity = -Physics.gravity;
}
}
}