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PlayerMovement.cs
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PlayerMovement.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(CharacterController))]
public class PlayerMovement : MonoBehaviour
{
public float walkingSpeed = 7.5f;
public float runningSpeed = 11.5f;
public float jumpSpeed = 8.0f;
public float gravity = 20.0f;
public Camera playerCamera;
public float lookSpeed = 2.0f;
public float lookXLimit = 45.0f;
float interactionRange = 10;
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;
}
void FixedUpdate()
{
// We are grounded, so recalculate move direction based on axes
Vector3 forward = transform.TransformDirection(Vector3.forward);
Vector3 right = transform.TransformDirection(Vector3.right);
// Press Left Shift to run
bool isRunning = Input.GetKey(KeyCode.LeftShift);
float curSpeedX = canMove ? (isRunning ? runningSpeed : walkingSpeed) * Input.GetAxis("Vertical") : 0;
float curSpeedY = canMove ? (isRunning ? runningSpeed : walkingSpeed) * Input.GetAxis("Horizontal") : 0;
float movementDirectionY = moveDirection.y;
moveDirection = (forward * curSpeedX) + (right * curSpeedY);
if (Input.GetButton("Jump") && 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 += -Input.GetAxis("Mouse Y") * lookSpeed;
rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit);
playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);
transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);
}
RaycastHit hit;
int layerMask = 1 << 8;
layerMask = ~layerMask;
if (Physics.Raycast(playerCamera.transform.position, playerCamera.transform.forward, out hit, interactionRange, layerMask))
{
if(hit.collider.tag == "challengeTrigger" && Input.GetKeyDown(KeyCode.E)){
// open challenge
Debug.Log("open challenge");
toggleMouse();
}
}
Debug.DrawRay(playerCamera.transform.position, playerCamera.transform.forward * interactionRange, Color.yellow);
}
private void toggleMouse(){
if (Cursor.lockState == CursorLockMode.Locked){
Cursor.lockState = CursorLockMode.None;
}else{
Cursor.lockState = CursorLockMode.Locked;
}
Cursor.visible = !Cursor.visible;
canMove = !canMove;
}
}