LibPdIntegrationExamples/Assets/Scripts/PlayerMovement.cs
2020-12-08 16:58:37 +00:00

113 lines
4.2 KiB
C#

// PlayerMovement.cs - Simple first person movement script.
// -----------------------------------------------------------------------------
// Copyright (c) 2018 Niall Moody
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
// -----------------------------------------------------------------------------
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// Simple first person movement script, included so we don't need to include
/// any Standard Assets (they're far heavier than we need).
public class PlayerMovement : MonoBehaviour
{
/// Used to implement mouselook on the vertical axis.
public Camera playerCamera;
/// Used to set the player's rotation around the y-axis.
private float playerRotation;
/// Used to implement mouselook on the vertical axis.
private float viewY;
/// Used to let the player jump.
private float jumpAmount;
/// We use this to hide the mouse cursor.
void Start()
{
Cursor.visible = false;
}
/// This is where we move the Player object and Camera.
void Update()
{
//Get our current WASD speed.
Vector3 strafe = new Vector3(Input.GetAxis("Horizontal") * 10.0f, 0.0f, 0.0f);
float forwardSpeed = Input.GetAxis("Vertical") * 10.0f;
//Get our current mouse/camera rotation.
playerRotation = Input.GetAxis("Mouse X") * 6.0f;
viewY = Input.GetAxis("Mouse Y") * 4.0f;
//Don't let the player rotate the camera more than 90 degrees on the
//y-axis.
viewY = Mathf.Clamp(viewY, -90.0f, 90.0f);
//Rotate the camera up/down.
playerCamera.transform.Rotate(new Vector3(-viewY, 0.0f, 0.0f));
//Rotate player (clamped so they can't move so fast they make themselves
//sick).
Mathf.Clamp(playerRotation, -5.0f, 5.0f);
transform.Rotate(0.0f, playerRotation, 0.0f);
//Jump player.
CharacterController controller = GetComponent<CharacterController>();
Vector3 jumpVector = Vector3.zero;
//If the player is holding the jump button down, AND they're not yet
//jumping AND on the ground, OR they are jumping but they've not reached
//the top of the jump, increase their jumpAmount and move them
//accordingly on the y-axis.
if(Input.GetButton("Jump"))
{
if(((jumpAmount <= 0.0f) && controller.isGrounded) ||
((jumpAmount > 0.0f) && (jumpAmount < 1.0f)))
{
jumpAmount += Time.deltaTime * 5.0f;
jumpVector.y = 4.0f + ((1.0f - jumpAmount) * 20.0f);
}
}
//Otherwise, if they're on the ground but their jumpAmount is not 0,
//reset it.
else if((jumpAmount > 0.0f) && controller.isGrounded)
{
jumpAmount = 0.0f;
}
//Move player.
Vector3 moveDirection = Vector3.zero;
//Set the player's direction based on the direction of the mouse and
//which WASD keys they're pressing.
moveDirection = transform.rotation * ((Vector3.forward * forwardSpeed) + strafe);
moveDirection.y = jumpVector.y;
//Apply gravity to the player's y-axis.
moveDirection.y -= 6.0f;
//Finally, apply the updated direction to the player's Controller (this
//will figure out any collisions with the ground, other objects, etc.).
controller.Move(moveDirection * Time.deltaTime);
}
}