playtest-unity/playtest/Assets/Scripts/PlayerController.cs

78 lines
2.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(CharacterController))]
public class FPSController : MonoBehaviour
{
public Camera playerCamera;
public float walkSpeed = 6f;
public float runSpeed = 12f;
public float jumpPower = 7f;
public float gravity = 20f;
public float lookSpeed = 2f;
public float lookXLimit = 45f;
public float bhopMultiplierIncrement = 0.05f;
public float maxBhopSpeed = 20f;
Vector3 moveDirection = Vector3.zero;
float rotationX = 0;
float bhopMultiplier = 1f;
bool isJumping = false;
bool wasRunning = false;
public bool canMove = true;
CharacterController characterController;
void Start()
{
characterController = GetComponent<CharacterController>();
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
void Update()
{
Vector3 forward = transform.TransformDirection(Vector3.forward);
Vector3 right = transform.TransformDirection(Vector3.right);
bool isRunning = characterController.isGrounded ? Input.GetKey(KeyCode.LeftShift) : wasRunning;
wasRunning = isRunning;
float curSpeedX = canMove ? ((isRunning ? runSpeed : walkSpeed) * Input.GetAxis("Vertical")) * bhopMultiplier : 0;
float curSpeedY = canMove ? ((isRunning ? runSpeed : walkSpeed) * Input.GetAxis("Horizontal")) * bhopMultiplier : 0;
float movementDirectionY = moveDirection.y;
moveDirection = (forward * curSpeedX) + (right * curSpeedY);
if (Input.GetButton("Jump") && canMove && characterController.isGrounded)
{
moveDirection.y = jumpPower;
bhopMultiplier = Mathf.Min(bhopMultiplier + bhopMultiplierIncrement, maxBhopSpeed / (isRunning ? runSpeed : walkSpeed));
isJumping = true;
}
else
{
moveDirection.y = movementDirectionY;
}
if (!characterController.isGrounded)
{
moveDirection.y -= gravity * Time.deltaTime;
}
else if (!Input.GetButton("Jump"))
{
bhopMultiplier = 1f;
isJumping = false;
}
characterController.Move(moveDirection * Time.deltaTime);
if (canMove)
{
rotationX += -Input.GetAxis("Mouse Y") * lookSpeed;
rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit);
playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);
transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);
}
}
}