78 lines
2.6 KiB
C#
78 lines
2.6 KiB
C#
using UnityEngine;
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using UnityEngine.InputSystem;
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[RequireComponent(typeof(CharacterController))]
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public class KbmController : MonoBehaviour
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{
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private PlayerActions _playerActions;
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public float walkingSpeed = 7.5f;
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public float jumpSpeed = 8.0f;
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public float gravity = 20.0f;
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public Camera playerCamera;
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public float lookSpeed = 2.0f;
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public float lookXLimit = 45.0f;
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CharacterController _characterController;
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Vector3 _moveDirection = Vector3.zero;
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float _rotationX = 0;
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[HideInInspector] public bool canMove = true;
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void Start()
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{
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_characterController = GetComponent<CharacterController>();
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// Lock cursor
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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private void OnEnable()
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{
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_playerActions = new PlayerActions();
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_playerActions.Enable();
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}
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void Update()
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{
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// We are grounded, so recalculate move direction based on axes
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Vector3 forward = transform.TransformDirection(Vector3.forward);
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Vector3 right = transform.TransformDirection(Vector3.right);
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Vector2 input = _playerActions.KBM.Move.ReadValue<Vector2>() * Time.deltaTime;
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float curSpeedX = canMove ? walkingSpeed * input.y : 0;
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float curSpeedY = canMove ? walkingSpeed * input.x : 0;
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float movementDirectionY = _moveDirection.y;
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_moveDirection = (forward * curSpeedX) + (right * curSpeedY);
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if (_playerActions.KBM.Jump.IsPressed() && canMove && _characterController.isGrounded)
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{
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_moveDirection.y = jumpSpeed;
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}
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else
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{
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_moveDirection.y = movementDirectionY;
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}
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// Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below
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// when the moveDirection is multiplied by deltaTime). This is because gravity should be applied
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// as an acceleration (ms^-2)
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if (!_characterController.isGrounded)
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{
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_moveDirection.y -= gravity * Time.deltaTime;
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}
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// Move the controller
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_characterController.Move(_moveDirection * Time.deltaTime);
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// Player and Camera rotation
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if (canMove)
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{
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_rotationX += -_playerActions.KBM.Look.ReadValue<Vector2>().y * Time.deltaTime * 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, _playerActions.KBM.Look.ReadValue<Vector2>().x * Time.deltaTime * lookSpeed, 0);
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}
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}
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} |