Global Game Jam 2021
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
[RequireComponent(typeof(CharacterController))]
public class PlayerInputController : InputBehaviour
{
[SerializeField]
public 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;
[SerializeField]
private Animator m_legAnimator;
private CharacterController m_controller;
private Vector3 m_desiredDirection;
private bool m_recievedInput => m_desiredDirection.magnitude != 0;
public Vector3 m_CameraForwards;
private void Awake()
{
m_controller = GetComponent<CharacterController>();
//m_CameraForwards = Vector3.ProjectOnPlane(Camera.main.transform.forward,Vector3.up).normalized;
}
private void Update()
{
ApplyRotation();
ApplyMovement();
LockAxis(Vector3.up);
}
private void OnMovement(InputAction.CallbackContext value)
{
Vector2 m_recievedInput = value.ReadValue<Vector2>();
m_desiredDirection = Quaternion.Euler(0.0f,Camera.main.transform.rotation.eulerAngles.y,0.0f) * new Vector3(m_recievedInput.x, 0.0f, m_recievedInput.y);
}
private void ApplyRotation()
{
transform.forward = Vector3.Slerp(transform.forward, m_desiredDirection, m_rotationSpeed * Time.deltaTime);
}
private void ApplyMovement()
{
float forwardRatio = (Vector3.Dot(transform.forward, m_desiredDirection.normalized) + 1) / 2;
float speed = m_turnRadius.Evaluate(forwardRatio) * m_playerSpeed;
m_legAnimator.SetFloat("Movement", speed);
if (!m_recievedInput)
return;
m_controller.Move(transform.forward.normalized * speed * Time.deltaTime);
}
private void LockAxis(Vector3 axis)
{
transform.position = Vector3.ProjectOnPlane(transform.position, axis);
}
public override void RegisterInput(PlayerInput playerInput)
{
playerInput.currentActionMap.FindAction("Movement").performed += OnMovement;
playerInput.currentActionMap.FindAction("Movement").canceled += OnMovement;
}
public override void UnregisterInput(PlayerInput playerInput)
{
playerInput.currentActionMap.FindAction("Movement").performed -= OnMovement;
playerInput.currentActionMap.FindAction("Movement").canceled -= OnMovement;
}
}