Browse Source

Made working player, with multiple able to join

feature/RoundManager
Joshua Reason 3 years ago
parent
commit
280a9b3608
17 changed files with 766 additions and 10 deletions
  1. BIN
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Assets/Scripts/Player Scripts/PlayerInputController.cs View File

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
[RequireComponent(typeof(PlayerInput), typeof(CharacterController))]
public class PlayerInputController : MonoBehaviour
{
[SerializeField]
private float m_playerSpeed = 1;
[SerializeField]
private float m_rotationSpeed = 1;
[SerializeField]
[Tooltip("Used to spin on spot\n"
+ "0 = back\n"
+ "0.5 = left/right\n"
+ "1.0 = forward")]
private AnimationCurve m_turnRadius;
private PlayerInput m_input;
private CharacterController m_controller;
private Vector3 m_desiredDirection;
private bool m_recievedInput => m_desiredDirection.magnitude != 0;
private void Awake()
{
m_input = GetComponent<PlayerInput>();
m_controller = GetComponent<CharacterController>();
}
private void Update()
{
ApplyRotation();
ApplyMovement();
}
private void OnMovement(InputValue value)
{
Vector2 m_recievedInput = value.Get<Vector2>();
m_desiredDirection = new Vector3(m_recievedInput.x, 0.0f, m_recievedInput.y);
}
private void ApplyRotation()
{
transform.forward = Vector3.Slerp(transform.forward, m_desiredDirection.normalized, m_rotationSpeed * Time.deltaTime);
}
private void ApplyMovement()
{
if (!m_recievedInput)
return;
float forwardRatio = (Vector3.Dot(transform.forward, m_desiredDirection.normalized) + 1) / 2;
float speed = m_turnRadius.Evaluate(forwardRatio) * m_playerSpeed;
m_controller.Move(transform.forward * speed * Time.deltaTime);
}
}

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