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();
|
|
}
|
|
}
|