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- using UnityEngine;
- public class PlayerMovement : MonoBehaviour
- {
- public float speed = 6f; // The speed that the player will move at.
- Vector3 movement; // The vector to store the direction of the player's movement.
- Animator anim; // Reference to the animator component.
- Rigidbody playerRigidbody; // Reference to the player's rigidbody.
- int floorMask; // A layer mask so that a ray can be cast just at gameobjects on the floor layer.
- float camRayLength = 100f; // The length of the ray from the camera into the scene.
- void Awake ()
- {
- // Create a layer mask for the floor layer.
- floorMask = LayerMask.GetMask ("Floor");
- // Set up references.
- anim = GetComponent <Animator> ();
- playerRigidbody = GetComponent <Rigidbody> ();
- }
- void FixedUpdate ()
- {
- // Store the input axes.
- float h = Input.GetAxisRaw ("Horizontal");
- float v = Input.GetAxisRaw ("Vertical");
- // Move the player around the scene.
- Move (h, v);
- // Turn the player to face the mouse cursor.
- Turning ();
- // Animate the player.
- Animating (h, v);
- }
- void Move (float h, float v)
- {
- // Set the movement vector based on the axis input.
- movement.Set (h, 0f, v);
- // Normalise the movement vector and make it proportional to the speed per second.
- movement = movement.normalized * speed * Time.deltaTime;
- // Move the player to it's current position plus the movement.
- playerRigidbody.MovePosition (transform.position + movement);
- }
- void Turning ()
- {
- // Create a ray from the mouse cursor on screen in the direction of the camera.
- Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition);
- // Create a RaycastHit variable to store information about what was hit by the ray.
- RaycastHit floorHit;
- // Perform the raycast and if it hits something on the floor layer...
- if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask))
- {
- // Create a vector from the player to the point on the floor the raycast from the mouse hit.
- Vector3 playerToMouse = floorHit.point - transform.position;
- // Ensure the vector is entirely along the floor plane.
- playerToMouse.y = 0f;
- // Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
- Quaternion newRotation = Quaternion.LookRotation (playerToMouse);
- // Set the player's rotation to this new rotation.
- playerRigidbody.MoveRotation (newRotation);
- }
- }
- void Animating (float h, float v)
- {
- // Create a boolean that is true if either of the input axes is non-zero.
- bool walking = h != 0f || v != 0f;
- // Tell the animator whether or not the player is walking.
- anim.SetBool ("IsWalking", walking);
- }
- }
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