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- using UnityEngine;
- public class PlayerShooting : MonoBehaviour
- {
- public float speed = 6f;
- Vector3 movement;
- Animator anim;
- Rigidbody playerRigidbody;
- int floorMask;
- float camRayLength = 100f;
- void Awake()
- {
- floorMask = LayerMask.GetMask("Floor");
- anim = GetComponent<Animator>();
- playerRigidbody = GetComponent<Rigidbody>();
- }
- void FixedUpdate()
- {
- float h = Input.GetAxisRaw("Horizontal");
- float v = Input.GetAxisRaw("Vertical");
- Move(h, v);
- Turning();
- Animating(h, v);
- }
- void Move(float h, float v)
- {
- movement.Set(h, 0f, v);
- movement = movement.normalized * speed * Time.deltaTime;
- playerRigidbody.MovePosition (transform.position + movement);
- }
- void Turning()
- {
- Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition);
- RaycastHit floorHit;
- if (Physics.Raycast(camRay, out floorHit, camRayLength, floorMask))
- {
- Vector3 playerToMouse = floorHit.point - transform.position;
- playerToMouse.y = 0f;
- Quaternion newRotation = Quaternion.LookRotation(playerToMouse);
- playerRigidbody.MoveRotation(newRotation);
- }
- }
- void Animating(float h, float v)
- {
- bool walking = h != 0f || v != 0f;
- anim.SetBool("IsWalking", walking);
- }
- }
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