forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			78 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			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);
 | 
						|
        }
 | 
						|
    }
 | 
						|
} |