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(PlayerInput), typeof(CharacterController))]
  6. public class PlayerInputController : MonoBehaviour
  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. private PlayerInput m_input;
  19. private CharacterController m_controller;
  20. private Vector3 m_desiredDirection;
  21. private bool m_recievedInput => m_desiredDirection.magnitude != 0;
  22. private void Awake()
  23. {
  24. m_input = GetComponent<PlayerInput>();
  25. m_controller = GetComponent<CharacterController>();
  26. }
  27. private void Update()
  28. {
  29. ApplyRotation();
  30. ApplyMovement();
  31. LockAxis(Vector3.up);
  32. }
  33. private void OnMovement(InputValue value)
  34. {
  35. Vector2 m_recievedInput = value.Get<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. if (!m_recievedInput)
  45. return;
  46. float forwardRatio = (Vector3.Dot(transform.forward, m_desiredDirection.normalized) + 1) / 2;
  47. float speed = m_turnRadius.Evaluate(forwardRatio) * m_playerSpeed;
  48. m_controller.Move(transform.forward * speed * Time.deltaTime);
  49. }
  50. private void LockAxis(Vector3 axis)
  51. {
  52. transform.position = Vector3.ProjectOnPlane(transform.position, axis);
  53. }
  54. }