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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
using UnityEngine.InputSystem; | |||
[RequireComponent(typeof(PlayerInput), typeof(CharacterController))] | |||
public class PlayerInputController : MonoBehaviour | |||
{ | |||
[SerializeField] | |||
private float m_playerSpeed = 1; | |||
[SerializeField] | |||
private float m_rotationSpeed = 1; | |||
[SerializeField] | |||
[Tooltip("Used to spin on spot\n" | |||
+ "0 = back\n" | |||
+ "0.5 = left/right\n" | |||
+ "1.0 = forward")] | |||
private AnimationCurve m_turnRadius; | |||
private PlayerInput m_input; | |||
private CharacterController m_controller; | |||
private Vector3 m_desiredDirection; | |||
private bool m_recievedInput => m_desiredDirection.magnitude != 0; | |||
private void Awake() | |||
{ | |||
m_input = GetComponent<PlayerInput>(); | |||
m_controller = GetComponent<CharacterController>(); | |||
} | |||
private void Update() | |||
{ | |||
ApplyRotation(); | |||
ApplyMovement(); | |||
} | |||
private void OnMovement(InputValue value) | |||
{ | |||
Vector2 m_recievedInput = value.Get<Vector2>(); | |||
m_desiredDirection = new Vector3(m_recievedInput.x, 0.0f, m_recievedInput.y); | |||
} | |||
private void ApplyRotation() | |||
{ | |||
transform.forward = Vector3.Slerp(transform.forward, m_desiredDirection.normalized, m_rotationSpeed * Time.deltaTime); | |||
} | |||
private void ApplyMovement() | |||
{ | |||
if (!m_recievedInput) | |||
return; | |||
float forwardRatio = (Vector3.Dot(transform.forward, m_desiredDirection.normalized) + 1) / 2; | |||
float speed = m_turnRadius.Evaluate(forwardRatio) * m_playerSpeed; | |||
m_controller.Move(transform.forward * speed * Time.deltaTime); | |||
} | |||
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