SimpleCharacterMotor.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(CharacterController))]
public class SimpleCharacterMotor : MonoBehaviour
{
public CursorLockMode cursorLockMode = CursorLockMode.Locked;
public bool cursorVisible = false;
[Header("Movement")]
public float walkSpeed = 2;
public float runSpeed = 4;
public float gravity = 9.8f;
[Space]
[Header("Look")]
public Transform cameraPivot;
public float lookSpeed = 45;
public bool invertY = true;
[Space]
[Header("Smoothing")]
public float movementAcceleration = 1;
CharacterController controller;
Vector3 movement, finalMovement;
float speed;
Quaternion targetRotation, targetPivotRotation;
void Awake()
{
controller = GetComponent<CharacterController>();
Cursor.lockState = cursorLockMode;
Cursor.visible = cursorVisible;
targetRotation = targetPivotRotation = Quaternion.identity;
}
void Update()
{
UpdateTranslation();
UpdateLookRotation();
}
void UpdateLookRotation()
{
var x = Input.GetAxis("Mouse Y");
var y = Input.GetAxis("Mouse X");
x *= invertY ? -1 : 1;
targetRotation = transform.localRotation * Quaternion.AngleAxis(y * lookSpeed * Time.deltaTime, Vector3.up);
targetPivotRotation = cameraPivot.localRotation * Quaternion.AngleAxis(x * lookSpeed * Time.deltaTime, Vector3.right);
transform.localRotation = targetRotation;
cameraPivot.localRotation = targetPivotRotation;
}
void UpdateTranslation()
{
if (controller.isGrounded)
{
var x = Input.GetAxis("Horizontal");
var z = Input.GetAxis("Vertical");
var run = Input.GetKey(KeyCode.LeftShift);
var translation = new Vector3(x, 0, z);
speed = run ? runSpeed : walkSpeed;
movement = transform.TransformDirection(translation * speed);
}
else
{
movement.y -= gravity * Time.deltaTime;
}
finalMovement = Vector3.Lerp(finalMovement, movement, Time.deltaTime * movementAcceleration);
controller.Move(finalMovement * Time.deltaTime);
}
}