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- using UnityEngine;
- [RequireComponent(typeof(CharacterController))]
- public class TPSController : MonoBehaviour
- {
- public float speed = 7.5f;
- public float jumpSpeed = 8.0f;
- public float gravity = 20.0f;
- public Transform playerCameraParent;
- public float lookSpeed = 2.0f;
- public float lookXLimit = 60.0f;
- CharacterController characterController;
- Vector3 moveDirection = Vector3.zero;
- Vector2 rotation = Vector2.zero;
- [HideInInspector]
- public bool canMove = true;
- void Start()
- {
- characterController = GetComponent<CharacterController>();
- rotation.y = transform.eulerAngles.y;
- }
- void Update()
- {
- if (characterController.isGrounded)
- {
- // We are grounded, so calculate move direction based on axes
- Vector3 forward = transform.TransformDirection(Vector3.forward);
- Vector3 right = transform.TransformDirection(Vector3.right);
- float curSpeedX = canMove ? speed * Input.GetAxis("Vertical") : 0;
- float curSpeedY = canMove ? speed * Input.GetAxis("Horizontal") : 0;
- moveDirection = (forward * curSpeedX) + (right * curSpeedY);
- if (Input.GetButton("Jump") && canMove)
- {
- moveDirection.y = jumpSpeed;
- }
- }
- // Apply gravity.
- moveDirection.y -= gravity * Time.deltaTime;
- // Move the controller
- characterController.Move(moveDirection * Time.deltaTime);
- // Player and Camera rotation
- if (canMove)
- {
- rotation.y += Input.GetAxis("Mouse X") * lookSpeed;
- rotation.x += -Input.GetAxis("Mouse Y") * lookSpeed;
- rotation.x = Mathf.Clamp(rotation.x, -lookXLimit, lookXLimit);
- playerCameraParent.localRotation = Quaternion.Euler(rotation.x, 0, 0);
- transform.eulerAngles = new Vector2(0, rotation.y);
- }
- }
- }
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