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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| 
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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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| 
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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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| 
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|     [HideInInspector] public bool canMove = true;
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| 
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|     void Start()
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|     {
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|         _characterController = GetComponent<CharacterController>();
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| 
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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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| 
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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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| 
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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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| 
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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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|         
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|         float movementDirectionY = _moveDirection.y;
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|         _moveDirection = (forward * curSpeedX) + (right * curSpeedY);
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| 
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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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| 
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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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| 
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|         // Move the controller
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|         _characterController.Move(_moveDirection * Time.deltaTime);
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| 
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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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| } |