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 Animator animator;
|
|
|
|
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 maxVelocity;
|
|
public float maxAirVelocity;
|
|
private float curMaxVelocity;
|
|
public bool immobile;
|
|
private float curSpeed;
|
|
|
|
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<Rigidbody> ();
|
|
|
|
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;
|
|
curMaxVelocity = maxVelocity;
|
|
if (hit.collider.tag == "moveable")
|
|
matchVelocity(hit.collider);
|
|
|
|
} else {
|
|
grounded = false;
|
|
curMaxVelocity = maxAirVelocity;
|
|
animator.SetBool ("Jump", false);
|
|
}
|
|
|
|
if (immobile)
|
|
curSpeed = 0.0f;
|
|
else
|
|
curSpeed = movementSpeed;
|
|
|
|
|
|
|
|
if (active) {
|
|
|
|
applyMovement ();
|
|
|
|
Vector3 checkVelocity = rigidbody.velocity;
|
|
//Debug.Log ("VelMag: " + checkVelocity.magnitude);
|
|
if (checkVelocity.magnitude > maxVelocity){
|
|
float vertVelo = checkVelocity.y;
|
|
checkVelocity = Vector3.ClampMagnitude (checkVelocity, curMaxVelocity);
|
|
checkVelocity.y = vertVelo;
|
|
//Debug.Log (checkVelocity);
|
|
rigidbody.velocity = checkVelocity;
|
|
}
|
|
|
|
transform.rotation = Quaternion.Euler (new Vector3 (0.0f, camera.transform.rotation.eulerAngles.y, 0.0f));
|
|
|
|
applyGrip();
|
|
|
|
applyJump (jumpHeight);
|
|
}
|
|
|
|
animator.SetBool ("Grounded", grounded);
|
|
animator.SetFloat("Run speed",new Vector3 (rigidbody.velocity.x, 0.0f,rigidbody.velocity.z ).magnitude);
|
|
|
|
rigidbody.AddForce (new Vector3 (0.0f, -9.81f,0.0f));
|
|
|
|
}
|
|
|
|
|
|
//}
|
|
|
|
// 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) * curSpeed * 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);
|
|
animator.SetBool ("Jump", true);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
public 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 (Mathf.Abs(movementY) < 0.5f && Mathf.Abs(localVelZ )> 1.0f){
|
|
rigidbody.AddForce(-transform.forward * grip * localVelZ );
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|