using UnityEngine; using System.Collections; public class thirdPersonController : MonoBehaviour { public string CAMERA_INPUT_X; public string CAMERA_INPUT_Y; public string MOVEMENT_INPUT_X; public string MOVEMENT_INPUT_Y; public string JUMP_INPUT; public Camera camera; public GameObject cameraCentre; public float cameraSpeedX = 250.0f; public float cameraSpeedY = 120.0f; public float cameraDistance = 10.0f; public bool active = true; public float movementSpeed; public float jumpHeight; public float grip; public float cameraX; public float cameraY; private float movementX; private float movementY; private bool grounded; private Rigidbody rigidbody; // Use this for initialization void Start () { rigidbody = GetComponent (); cameraX = camera.transform.eulerAngles.x; cameraY = camera.transform.eulerAngles.y; } void FixedUpdate(){ RaycastHit hit; Ray ray = new Ray(transform.position, -Vector3.up); if (Physics.Raycast (ray, out hit, 1.3f)) { grounded = true; if (hit.collider.tag == "moveable") matchVelocity(hit.collider); } else { grounded = false; } if (active) { applyMovement (); transform.rotation = Quaternion.Euler (new Vector3 (0.0f, camera.transform.rotation.eulerAngles.y, 0.0f)); applyGrip(); applyJump (jumpHeight); } } //} // Update is called once per frame void LateUpdate () { if (active) { cameraX += Input.GetAxis (CAMERA_INPUT_X) * cameraSpeedX * 0.02f; cameraY += Input.GetAxis (CAMERA_INPUT_Y) * cameraSpeedY * 0.02f; } Quaternion cameraRotation = Quaternion.Euler (cameraY, cameraX, 0.0f); Vector3 cameraPosition = cameraRotation * new Vector3(0.0f, 0.0f, -cameraDistance) + cameraCentre.transform.position; camera.transform.rotation = cameraRotation; camera.transform.position = cameraPosition; } private void applyMovement(){ movementX = Input.GetAxis (MOVEMENT_INPUT_X); movementY = Input.GetAxis (MOVEMENT_INPUT_Y); Vector3 velocity = new Vector3 (movementX, 0.0f, movementY) * movementSpeed * Time.deltaTime; //Debug.Log (velocity); velocity = Quaternion.Euler (0.0f, camera.transform.rotation.eulerAngles.y, 0.0f) * velocity; rigidbody.AddForce (velocity); } private void applyJump(float power){ if (grounded) { if (Input.GetButtonDown (JUMP_INPUT)) { rigidbody.AddRelativeForce (0, power, 0); } } } private void matchVelocity(Collider target){ Debug.Log ("matching velocity"); //Vector3 velocity = rigidbody.velocity; //velocity = target.attachedRigidbody.velocity; //rigidbody.velocity = velocity; //transform.parent = target.transform; //rigidbody.isKinematic = true; } private void applyGrip(){ float localVelX = transform.InverseTransformDirection (rigidbody.velocity).x; float localVelZ = transform.InverseTransformDirection (rigidbody.velocity).z; //Debug.Log ("velocity.y: " + localVelZ); if (grounded && Mathf.Abs(movementX) < 0.8f ) { rigidbody.AddForce(transform.right * -localVelX * grip); if (movementY < 0.5f && localVelZ > 1.0f){ rigidbody.AddForce(-transform.forward * grip * localVelZ ); } } } }