2023-05-08 15:56:10 +03:00

78 lines
2.6 KiB
C#

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