Merge branch 'master' into expand_test_area
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void LateUpdate(){
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pivot.Rotate(0, camX, 0);
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pivot.Rotate(-camY, 0, 0);
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float cameraAngle = transform.eulerAngles.y;
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//if (Mathf.Abs(cameraAngle - angleY) <= 45){ Potential start for camera following similar to banjo/mario64
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/* Code to force the camera behind the player
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if(Input.GetKey(KeyCode.LeftShift))
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angleY = player.eulerAngles.y;
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angleX = player.eulerAngles.x;
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//}
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@@ -10,30 +10,44 @@ using System.Collections;
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public class PlayerController : MonoBehaviour
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{
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CharacterController characterController;
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CapsuleCollider capsule;
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public float speed = 20.0f;
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transformHeight = transform.localScale.y;
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controllerHeight = characterController.height;
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capsuleHeight = capsule.height;
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}
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void Update()
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{
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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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//Need to switch to 'raw' when using keyboard
|
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moveDirection = (transform.forward * Input.GetAxis("Vertical")) + (transform.right * Input.GetAxis("Horizontal"));
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if (extraJump == true)
|
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if (jump <= 1)
|
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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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} else
|
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{
|
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} else {
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moveDirection = (moveDirection.normalized * speed)/4; //Remove this line to make running diagonal the fastest standard run
|
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}
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@@ -41,7 +55,7 @@ public class PlayerController : MonoBehaviour
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if (characterController.isGrounded)
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{
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extraJump = true;
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jump = 0;
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moveDirection.y = 0.0f;
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if(Input.GetKey(KeyCode.LeftShift))
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@@ -51,23 +65,57 @@ public class PlayerController : MonoBehaviour
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moveDirection = moveDirection.normalized * speed;
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}
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if (Input.GetButtonDown("Jump"))
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if(Input.GetKey(KeyCode.LeftControl))
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{
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moveDirection.y = jumpSpeed;
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characterController.height /= 2;
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capsule.height /= 2;
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transform.localScale = new Vector3(transform.localScale.x, transformHeight/2, transform.localScale.z);
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if(Input.GetKeyDown(KeyCode.LeftControl))
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{
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startTime = Time.time;
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}
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if(characterController.velocity != new Vector3(0, 0, 0) && startTime + oneSec >= Time.time)
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{
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moveDirection = (moveDirection.normalized * speed * 2);
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} else {
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moveDirection = (moveDirection.normalized * speed/4);
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}
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} else {
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moveDirection = moveDirection.normalized * speed;
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characterController.height = controllerHeight;
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capsule.height = capsuleHeight;
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transform.localScale = new Vector3(transform.localScale.x, transformHeight, transform.localScale.z);
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}
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} else {
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if (Input.GetButtonDown("Jump") && extraJump == true)
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{
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extraJump = false;
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}
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}
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if (Input.GetButtonDown("Jump") && jump <= 1)
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{
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moveDirection.y = jumpHeight;
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jump++;
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}
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moveDirection.y = moveDirection.y + (Physics.gravity.y * gravity * Time.deltaTime);
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moveDirection.y += Physics.gravity.y * gravity * Time.deltaTime;
|
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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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//Need to switch to 'raw' when using keyboard
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if(Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0)
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Reference in New Issue
Block a user