Merge pull request #8 from gjcampbell777/directional_rotation
Directional rotation
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@@ -147,8 +147,8 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 150911451}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0.5, z: 0.5}
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m_LocalScale: {x: 0.5, y: 0.5, z: 0.5}
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m_LocalPosition: {x: 0, y: 0.5, z: 0}
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m_LocalScale: {x: 0.25, y: 0.5, z: 1.5}
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m_Children: []
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m_Father: {fileID: 741217456}
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m_RootOrder: 0
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@@ -538,7 +538,9 @@ MonoBehaviour:
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speed: 20
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jumpSpeed: 20
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gravity: 5
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rotationSpeed: 200
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rotationSpeed: 20
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pivot: {fileID: 1402695046}
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playerModel: {fileID: 150911451}
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--- !u!143 &741217458
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CharacterController:
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m_ObjectHideFlags: 0
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@@ -11,10 +11,12 @@ public class PlayerController : MonoBehaviour
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{
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CharacterController characterController;
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public float speed = 20.0f;
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public float jumpSpeed = 15.0f;
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public float gravity = 5.0f;
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public float rotationSpeed = 150.0f;
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public float speed;
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public float jumpSpeed;
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public float gravity;
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public float rotationSpeed;
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public Transform pivot;
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public GameObject playerModel;
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private bool extraJump = true;
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private Vector3 moveDirection;
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@@ -30,9 +32,6 @@ public class PlayerController : MonoBehaviour
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float yStore = moveDirection.y;
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moveDirection = (transform.forward * Input.GetAxisRaw("Vertical")) + (transform.right * Input.GetAxisRaw("Horizontal"));
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//Player rotation
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transform.Rotate(0, Input.GetAxis("Horizontal") * Time.deltaTime * rotationSpeed, 0);
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if (extraJump == true)
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{
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moveDirection = moveDirection.normalized * speed; //Remove this line to make running diagonal the fastest standard run
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@@ -73,5 +72,14 @@ public class PlayerController : MonoBehaviour
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// Move the controller
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characterController.Move(moveDirection * Time.deltaTime);
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//Move the player in different directions based on camera look direction
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if(Input.GetAxisRaw("Horizontal") != 0 || Input.GetAxisRaw("Vertical") != 0)
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{
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transform.rotation = Quaternion.Euler(0f, pivot.rotation.eulerAngles.y, 0f);
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Quaternion newRotation = Quaternion.LookRotation(new Vector3(moveDirection.x, 0f, moveDirection.z));
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playerModel.transform.rotation = Quaternion.Slerp(playerModel.transform.rotation, newRotation, rotationSpeed * Time.deltaTime);
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}
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}
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}
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