Global Game Jam 2021
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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.InputSystem;
  5. [RequireComponent(typeof(CharacterController))]
  6. public class PlayerInputController : InputBehaviour
  7. {
  8. [SerializeField]
  9. private float m_playerSpeed = 1;
  10. [SerializeField]
  11. private float m_rotationSpeed = 1;
  12. [SerializeField]
  13. [Tooltip("Used to spin on spot\n"
  14. + "0 = back\n"
  15. + "0.5 = left/right\n"
  16. + "1.0 = forward")]
  17. private AnimationCurve m_turnRadius;
  18. [SerializeField]
  19. private Animator m_legAnimator;
  20. private CharacterController m_controller;
  21. private Vector3 m_desiredDirection;
  22. private bool m_recievedInput => m_desiredDirection.magnitude != 0;
  23. private void Awake()
  24. {
  25. m_controller = GetComponent<CharacterController>();
  26. }
  27. private void Update()
  28. {
  29. ApplyRotation();
  30. ApplyMovement();
  31. LockAxis(Vector3.up);
  32. }
  33. private void OnMovement(InputAction.CallbackContext value)
  34. {
  35. Vector2 m_recievedInput = value.ReadValue<Vector2>();
  36. m_desiredDirection = new Vector3(m_recievedInput.x, 0.0f, m_recievedInput.y);
  37. }
  38. private void ApplyRotation()
  39. {
  40. transform.forward = Vector3.Slerp(transform.forward, m_desiredDirection.normalized, m_rotationSpeed * Time.deltaTime);
  41. }
  42. private void ApplyMovement()
  43. {
  44. float forwardRatio = (Vector3.Dot(transform.forward, m_desiredDirection.normalized) + 1) / 2;
  45. float speed = m_turnRadius.Evaluate(forwardRatio) * m_playerSpeed;
  46. m_legAnimator.SetFloat("Movement", speed);
  47. if (!m_recievedInput)
  48. return;
  49. m_controller.Move(transform.forward * speed * Time.deltaTime);
  50. }
  51. private void LockAxis(Vector3 axis)
  52. {
  53. transform.position = Vector3.ProjectOnPlane(transform.position, axis);
  54. }
  55. public override void RegisterInput(PlayerInput playerInput)
  56. {
  57. playerInput.currentActionMap.FindAction("Movement").performed += OnMovement;
  58. playerInput.currentActionMap.FindAction("Movement").canceled += OnMovement;
  59. }
  60. public override void UnregisterInput(PlayerInput playerInput)
  61. {
  62. playerInput.currentActionMap.FindAction("Movement").performed -= OnMovement;
  63. playerInput.currentActionMap.FindAction("Movement").canceled -= OnMovement;
  64. }
  65. }