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| 1 | using UnityEngine; | |
| 2 | using System.Collections; | |
| 3 | ||
| 4 | public class Character : MonoBehaviour {
| |
| 5 | ||
| 6 | public float moveSpeed; | |
| 7 | - | public float turnSpeed; |
| 7 | + | |
| 8 | Animator animator; | |
| 9 | bool onGround; | |
| 10 | ||
| 11 | // Use this for initialization | |
| 12 | void Start () {
| |
| 13 | ||
| 14 | animator = GetComponentInChildren<Animator>(); | |
| 15 | ||
| 16 | } | |
| 17 | ||
| 18 | // Update is called once per frame | |
| 19 | void FixedUpdate () {
| |
| 20 | ||
| 21 | bool walk = Input.GetKey(KeyCode.LeftShift); | |
| 22 | ||
| 23 | float v = Input.GetAxis("Vertical");
| |
| 24 | float h = Input.GetAxis("Horizontal");
| |
| 25 | ||
| 26 | - | float x = Input.GetAxis("Mouse X");
|
| 26 | + | |
| 27 | ||
| 28 | rigidbody.angularVelocity = Vector3.zero; | |
| 29 | ||
| 30 | - | Vector3 moveDirection = v * transform.forward; |
| 30 | + | |
| 31 | - | moveDirection += h * transform.right; |
| 31 | + | |
| 32 | animator.applyRootMotion = onGround; | |
| 33 | - | transform.Rotate( 0, x * turnSpeed, 0 ); |
| 33 | + | |
| 34 | - | |
| 34 | + | |
| 35 | - | Vector3 moveVelocity = moveDirection * moveSpeed; |
| 35 | + | |
| 36 | - | moveVelocity.y = rigidbody.velocity.y; |
| 36 | + | |
| 37 | ||
| 38 | ||
| 39 | void OnCollisionStay( Collision c ) | |
| 40 | {
| |
| 41 | foreach ( ContactPoint p in c.contacts ) | |
| 42 | {
| |
| 43 | Vector3 localP = transform.InverseTransformPoint( p.point ); | |
| 44 | ||
| 45 | if (localP.magnitude < (collider as CapsuleCollider).radius) | |
| 46 | {
| |
| 47 | onGround = true; | |
| 48 | } | |
| 49 | } | |
| 50 | } | |
| 51 | ||
| 52 | ||
| 53 | ||
| 54 | } |