using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Random = System.Random;
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public class PlayerController : MonoBehaviour
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{
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public float walkSpeed;
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public float gravity;
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public GameObject model;
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public CharacterController cController;
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public Camera cam;
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public HerdController herd;
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public float speedMulitplier;
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private float randomizer;
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private float directionRandmoizer;
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private Vector2 receivedInput;
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public Vector3 moveDirection = Vector3.zero;
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private float moveDelta;
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private float lastMoveTime;
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private bool isRagdoll = false;
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public bool isGrounded { get { return (cController != null) ? cController.isGrounded : false; } }
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// Start is called before the first frame update
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void Start()
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{
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speedMulitplier = UnityEngine.Random.Range(0.8f, 1.2f);
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cController = GetComponent<CharacterController>();
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randomizer = UnityEngine.Random.Range(0, 10);
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cam = FindObjectOfType<Camera>();
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herd = FindObjectOfType<HerdController>();
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}
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public void SetMovement(Vector2 input)
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{
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receivedInput = input;
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}
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public void UpdatePosition()
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{
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moveDelta = Time.time - lastMoveTime;
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lastMoveTime = Time.time;
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float HorseX, HorseZ;
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HorseZ = receivedInput.y;
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HorseX = receivedInput.x;
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if (receivedInput.magnitude != 0)
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{
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if (Mathf.Abs(HorseZ) == Mathf.Min(Mathf.Abs(HorseZ), Mathf.Abs(HorseX)))
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{
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HorseZ += directionRandmoizer;
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}
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else
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{
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HorseX += directionRandmoizer;
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}
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}
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if (cController.isGrounded)
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{
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if (!isRagdoll)
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{
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moveDirection = Vector3.zero;
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moveDirection += cam.transform.rotation * new Vector3(HorseX, 0, HorseZ) * (walkSpeed * (1 + speedMulitplier));
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}
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}
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moveDirection.y -= gravity * Time.deltaTime;
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cController.Move(moveDirection * Time.deltaTime);
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if (cController.isGrounded)
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isRagdoll = false;
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}
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public void MoveObject(float wait)
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{
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StartCoroutine(RandomWait(wait));
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}
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public IEnumerator RandomWait(float wait)
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{
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Vector3 input = new Vector3(receivedInput.x, 0.0f, receivedInput.y);
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yield return new WaitForSeconds(UnityEngine.Random.Range(0, wait / 2));
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if (cController.isGrounded)
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{
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Vector3 rotateDir = new Vector3(90 * Math.Sign(input.z),0.0f, -90 * Math.Sign(input.x));
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//model.transform.rotation *= Quaternion.AngleAxis(cam.transform.eulerAngles.y, Vector3.up) * Quaternion.Euler(rotateDir);
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model.transform.Rotate(rotateDir, Space.World);
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}
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}
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public void DestroyOffCamera()
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{
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Vector3 viewPos = cam.WorldToViewportPoint(transform.position);
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if (viewPos.y < -0.1)
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herd.RemoveHorse(this);
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}
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// Update is called once per frame
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void Update()
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{
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speedMulitplier = ((Mathf.Sin(Time.time * UnityEngine.Random.Range(0.95f, 1.05f) + randomizer) + 2) * 0.25f);
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directionRandmoizer = Mathf.Cos(Time.time + randomizer / 2) * 0.0f;
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UpdatePosition();
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//DestroyOffCamera();
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}
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public void AddForce(Vector3 direction)
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{
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moveDirection += direction;
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isRagdoll = true;
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}
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}
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