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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class PlayerController : MonoBehaviour
- {
- [SerializeField] Transform playerCamera = null;
- [SerializeField] float mouseSensitivity = 3.5f;
- [SerializeField] float walkSpeed = 6.0f;
- [SerializeField] float gravity = -13.0f;
- [SerializeField][Range(0.0f, 0.5f)] float moveSmoothTime = 0.3f;
- [SerializeField][Range(0.0f, 0.5f)] float mouseSmoothTime = 0.03f;
- [SerializeField] bool lockCursor = true;
- float cameraPitch = 0.0f;
- float velocityY = 0.0f;
- CharacterController controller = null;
- Vector2 currentDir = Vector2.zero;
- Vector2 currentDirVelocity = Vector2.zero;
- Vector2 currentMouseDelta = Vector2.zero;
- Vector2 currentMouseDeltaVelocity = Vector2.zero;
- void Start()
- {
- controller = GetComponent<CharacterController>();
- if(lockCursor)
- {
- Cursor.lockState = CursorLockMode.Locked;
- Cursor.visible = false;
- }
- }
- void Update()
- {
- UpdateMouseLook();
- UpdateMovement();
- }
- void UpdateMouseLook()
- {
- Vector2 targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
- currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
- cameraPitch -= currentMouseDelta.y * mouseSensitivity;
- cameraPitch = Mathf.Clamp(cameraPitch, -90.0f, 90.0f);
- playerCamera.localEulerAngles = Vector3.right * cameraPitch;
- transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity);
- }
- void UpdateMovement()
- {
- Vector2 targetDir = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
- targetDir.Normalize();
- currentDir = Vector2.SmoothDamp(currentDir, targetDir, ref currentDirVelocity, moveSmoothTime);
- if(controller.isGrounded)
- velocityY = 0.0f;
- velocityY += gravity * Time.deltaTime;
- Vector3 velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * walkSpeed + Vector3.up * velocityY;
- controller.Move(velocity * Time.deltaTime);
- }
- }
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