Compare commits

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Author SHA1 Message Date
Gregory Campbell c88ef3ac24 Changed which object rotates when player faces directions and added new texture/material so player front and back are more clear 2019-11-24 17:53:48 -05:00
Gregory Campbell dcdda5d586 Updated Unity version 2019-11-24 17:27:29 -05:00
Gregory Campbell 2d5ce21ea7 Created, Added and Applied a basic texture that helps show which way the player chracter is facing 2019-11-17 20:30:33 -05:00
Gregory CampbellandGitHub a213f1ed56 Merge pull request #9 from gjcampbell777/directional_rotation
Made character direction change more smooth and less binary
2019-11-17 20:18:10 -05:00
Gregory Campbell 4c04f3d802 Made character direction change more smooth and less binary 2019-11-17 20:17:16 -05:00
Gregory CampbellandGitHub 8f6ff0b698 Merge pull request #8 from gjcampbell777/directional_rotation
Directional rotation
2019-11-10 21:07:29 -05:00
Gregory Campbell a0d01964c7 Merge branch 'directional_rotation' of github.com:gjcampbell777/3DSpeedPlatformer into directional_rotation 2019-11-10 21:06:21 -05:00
Gregory Campbell b696d526d5 Player moves based on where the camera is pointing and faces the direction in which it is moving 2019-11-10 21:04:52 -05:00
Gregory Campbell b6ad41aa53 Character faces direction but then input moves character relative to the position character is facing 2019-11-10 20:40:36 -05:00
Gregory CampbellandGitHub d50f3f315e Merge pull request #7 from gjcampbell777/free_rotating_camera
Free rotating camera
2019-11-10 20:39:26 -05:00
Gregory Campbell 8c48b3bdbb Updated project version and scene 2019-11-10 19:33:17 -05:00
Gregory Campbell 71667543b7 Character faces direction but then input moves character relative to the position character is facing 2019-10-13 12:56:56 -04:00
Gregory Campbell e104e71bba Updated Unity Version 2019-10-13 12:30:41 -04:00
12 changed files with 479 additions and 105 deletions
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{
CharacterController characterController;
public float speed = 20.0f;
public float jumpSpeed = 15.0f;
public float gravity = 5.0f;
public float rotationSpeed = 150.0f;
public float speed;
public float jumpSpeed;
public float gravity;
public float rotationSpeed;
public Transform pivot;
public GameObject playerModel;
private bool extraJump = true;
private Vector3 moveDirection;
@@ -28,10 +30,8 @@ public class PlayerController : MonoBehaviour
{
float yStore = moveDirection.y;
moveDirection = (transform.forward * Input.GetAxisRaw("Vertical")) + (transform.right * Input.GetAxisRaw("Horizontal"));
//Player rotation
transform.Rotate(0, Input.GetAxis("Horizontal") * Time.deltaTime * rotationSpeed, 0);
//Need to switch to 'raw' when using keyboard
moveDirection = (transform.forward * Input.GetAxis("Vertical")) + (transform.right * Input.GetAxis("Horizontal"));
if (extraJump == true)
{
@@ -73,5 +73,15 @@ public class PlayerController : MonoBehaviour
// Move the controller
characterController.Move(moveDirection * Time.deltaTime);
//Move the player in different directions based on camera look direction
//Need to switch to 'raw' when using keyboard
if(Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0)
{
transform.rotation = Quaternion.Euler(0f, pivot.rotation.eulerAngles.y, 0f);
Quaternion newRotation = Quaternion.LookRotation(new Vector3(moveDirection.x, 0f, moveDirection.z));
playerModel.transform.rotation = Quaternion.Slerp(playerModel.transform.rotation, newRotation, rotationSpeed * Time.deltaTime);
}
}
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