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 YeetController m_yeetController;
  23. private void Awake()
  24. {
  25. m_input = GetComponent<PlayerInput>();
  26. m_controller = GetComponent<CharacterController>();
  27. m_yeetController = GetComponent<YeetController>();
  28. }
  29. private void Update()
  30. {
  31. ApplyRotation();
  32. ApplyMovement();
  33. LockAxis(Vector3.up);
  34. }
  35. private void OnMovement(InputValue value)
  36. {
  37. Vector2 m_recievedInput = value.Get<Vector2>();
  38. m_desiredDirection = new Vector3(m_recievedInput.x, 0.0f, m_recievedInput.y);
  39. }
  40. private void ApplyRotation()
  41. {
  42. transform.forward = Vector3.Slerp(transform.forward, m_desiredDirection.normalized, m_rotationSpeed * Time.deltaTime);
  43. }
  44. private void ApplyMovement()
  45. {
  46. if (!m_recievedInput)
  47. return;
  48. float forwardRatio = (Vector3.Dot(transform.forward, m_desiredDirection.normalized) + 1) / 2;
  49. float speed = m_turnRadius.Evaluate(forwardRatio) * m_playerSpeed;
  50. m_controller.Move(transform.forward * speed * Time.deltaTime);
  51. }
  52. private void LockAxis(Vector3 axis)
  53. {
  54. transform.position = Vector3.ProjectOnPlane(transform.position, axis);
  55. }
  56. }