91 lines
3.0 KiB
C#
91 lines
3.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlayerController : MonoBehaviour
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{
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public float walkSpeed = 7.5f;
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public float runningSpeed = 7.5f;
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public float jumpSpeed = 7.5f;
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public float lookSpeed = 7.5f;
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public float lookXLimit = 7.5f;
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public Camera playerCamera;
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Vector3 moveDirection = Vector3.zero;
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CharacterController characterController;
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public float rotationX = 0;
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// Start is called before the first frame update
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[HideInInspector]
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bool canMove = true;
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Rigidbody rb;
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private GameObject collisionGameObject = null;
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float moveDirectionY;
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public Vector3 jump;
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public float jumpForce = 2.0f;
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private bool isGoundet = false;
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void Start()
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{
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rb = GetComponent<Rigidbody>();
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characterController = GetComponent<CharacterController>();
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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jump = new Vector3(0.0f, 2.0f, 0.0f);
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}
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// Update is called once per frame
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void Update()
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{
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rotationX += -Input.GetAxis("Mouse Y") * lookSpeed;
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rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit);
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playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);
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transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);
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bool isRunning = Input.GetKey(KeyCode.LeftShift);
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float curSpeedX = canMove ? (isRunning ? runningSpeed : walkSpeed) * Input.GetAxis("Vertical") : 0;
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float curSpeedY = canMove ? (isRunning ? runningSpeed : walkSpeed) * Input.GetAxis("Horizontal") : 0;
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moveDirection = (transform.forward * curSpeedX * Time.deltaTime) + (transform.right * curSpeedY * Time.deltaTime);
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if (Input.GetKeyDown(KeyCode.Space) && isGoundet)
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{
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Debug.Log("Jump");
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rb.AddForce(transform.up * jumpSpeed * 500 * Time.deltaTime, ForceMode.Impulse);
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isGoundet = false;
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}
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if (this.collisionGameObject != null)
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{
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Quaternion tempRotate = new Quaternion(transform.rotation.x, transform.rotation.y, this.collisionGameObject.transform.rotation.z, transform.rotation.w);
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transform.rotation = Quaternion.Slerp(transform.rotation, tempRotate, Time.deltaTime * 1.0f);
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}
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rb.MovePosition(rb.position + moveDirection);
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//characterController.Move(moveDirection * Time.deltaTime);
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}
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void OnCollisionExit(Collision other)
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{
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isGoundet = false;
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if (other.gameObject.tag == "platform")
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{
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this.collisionGameObject = null;
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}
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}
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void OnCollisionEnter(Collision other)
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{
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isGoundet = true;
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if (other.gameObject.tag == "platform")
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{
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Vector3 gDirection = new Quaternion(0.0f, 0.0f, other.gameObject.transform.rotation.z, 1.0f) * Vector3.down;
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Physics.gravity = gDirection * 9.81f;
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Debug.Log(Physics.gravity);
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//Physics.gravity = -Physics.gravity;
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}
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}
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}
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