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using UnityEngine;
using System.Collections;
public class thirdPersonController : MonoBehaviour {
public string CAMERA_INPUT_X;
public string CAMERA_INPUT_Y;
public string MOVEMENT_INPUT_X;
public string MOVEMENT_INPUT_Y;
public string JUMP_INPUT;
public Camera camera;
public GameObject cameraCentre;
public float cameraSpeedX = 250.0f;
public float cameraSpeedY = 120.0f;
public float cameraDistance = 10.0f;
public bool active = true;
public float movementSpeed;
public float jumpHeight;
public float grip;
public float cameraX;
public float cameraY;
private float movementX;
private float movementY;
private bool grounded;
private Rigidbody rigidbody;
// Use this for initialization
void Start () {
rigidbody = GetComponent<Rigidbody> ();
cameraX = camera.transform.eulerAngles.x;
cameraY = camera.transform.eulerAngles.y;
}
void FixedUpdate(){
RaycastHit hit;
Ray ray = new Ray(transform.position, -Vector3.up);
if (Physics.Raycast (ray, out hit, 1.3f)) {
grounded = true;
if (hit.collider.tag == "moveable")
matchVelocity(hit.collider);
} else {
grounded = false;
}
if (active) {
applyMovement ();
transform.rotation = Quaternion.Euler (new Vector3 (0.0f, camera.transform.rotation.eulerAngles.y, 0.0f));
applyGrip();
applyJump (jumpHeight);
}
}
//}
// Update is called once per frame
void LateUpdate () {
if (active) {
cameraX += Input.GetAxis (CAMERA_INPUT_X) * cameraSpeedX * 0.02f;
cameraY += Input.GetAxis (CAMERA_INPUT_Y) * cameraSpeedY * 0.02f;
}
Quaternion cameraRotation = Quaternion.Euler (cameraY, cameraX, 0.0f);
Vector3 cameraPosition = cameraRotation * new Vector3(0.0f, 0.0f, -cameraDistance) + cameraCentre.transform.position;
camera.transform.rotation = cameraRotation;
camera.transform.position = cameraPosition;
}
private void applyMovement(){
movementX = Input.GetAxis (MOVEMENT_INPUT_X);
movementY = Input.GetAxis (MOVEMENT_INPUT_Y);
Vector3 velocity = new Vector3 (movementX, 0.0f, movementY) * movementSpeed * Time.deltaTime;
//Debug.Log (velocity);
velocity = Quaternion.Euler (0.0f, camera.transform.rotation.eulerAngles.y, 0.0f) * velocity;
rigidbody.AddForce (velocity);
}
private void applyJump(float power){
if (grounded) {
if (Input.GetButtonDown (JUMP_INPUT)) {
rigidbody.AddRelativeForce (0, power, 0);
}
}
}
private void matchVelocity(Collider target){
Debug.Log ("matching velocity");
//Vector3 velocity = rigidbody.velocity;
//velocity = target.attachedRigidbody.velocity;
//rigidbody.velocity = velocity;
//transform.parent = target.transform;
//rigidbody.isKinematic = true;
}
private void applyGrip(){
float localVelX = transform.InverseTransformDirection (rigidbody.velocity).x;
float localVelZ = transform.InverseTransformDirection (rigidbody.velocity).z;
//Debug.Log ("velocity.y: " + localVelZ);
if (grounded && Mathf.Abs(movementX) < 0.8f ) {
rigidbody.AddForce(transform.right * -localVelX * grip);
if (movementY < 0.5f && localVelZ > 1.0f){
rigidbody.AddForce(-transform.forward * grip * localVelZ );
}
}
}
}