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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Random = System.Random;
public class PlayerController : MonoBehaviour
{
public float walkSpeed;
public GameObject model;
private float speedMulitplier;
private Vector2 receivedInput;
// Start is called before the first frame update
void Start()
{
speedMulitplier = UnityEngine.Random.Range(0.8f, 1.2f);
}
public void SetMovement(Vector2 input)
{
receivedInput = input;
}
public void UpdatePosition()
{
float HorseX, HorseZ;
HorseZ = receivedInput.y;
HorseX = receivedInput.x;
float rotateTo = RotateObject(HorseX, HorseZ);
HorseZ *= Time.deltaTime * walkSpeed * speedMulitplier;
HorseX *= Time.deltaTime * walkSpeed * speedMulitplier;
transform.Translate(HorseX, 0, HorseZ);
//Vector3 dir = Quaternion.Euler(-90, rotateTo, 0) * Vector3.forward;
//model.transform.forward = dir;
//LeanTween.rotateY(model, rotateTo, 0.1f);
}
public float RotateObject(float xInput, float zInput)
{
float to = model.transform.rotation.eulerAngles.y;
//Debug.Log(to);
if (receivedInput.x != 0 || receivedInput.y != 0)
{
if (zInput > 0 && xInput == 0)
to = 0;
else if (zInput < 0 && xInput == 0)
to = 180;
else if (zInput == 0 && xInput > 0)
to = 90;
else if (zInput == 0 && xInput < 0)
to = 270;
else if (zInput > 0 && xInput > 0)
to = 45;
else if (zInput < 0 && xInput > 0)
to = 135;
else if (zInput < 0 && xInput < 0)
to = 225;
else if (zInput > 0 && xInput < 0)
to = 315;
}
return to;
}
public void MoveObject(float wait)
{
StartCoroutine(RandomWait(wait));
}
public IEnumerator RandomWait(float wait)
{
yield return new WaitForSeconds(UnityEngine.Random.Range(0, wait/2));
Vector3 rotateDir = new Vector3(90 * Math.Sign(receivedInput.y), 0, -90 * Math.Sign(receivedInput.x));
model.transform.Rotate(rotateDir, Space.World);
}
// Update is called once per frame
void Update()
{
UpdatePosition();
}
}