Files
Magical-Jumping-Bean/Assets/Scripts/PlayerController.cs
T

122 lines
4.1 KiB
C#

using UnityEngine;
using System.Collections;
// This script moves the character controller forward
// and sideways based on the arrow keys.
// It also jumps when pressing space.
// Make sure to attach a character controller to the same game object.
// It is recommended that you make only one call to Move or SimpleMove per frame.
public class PlayerController : MonoBehaviour
{
CharacterController characterController;
CapsuleCollider capsule;
public float speed;
public float jumpHeight;
public float gravity;
public float rotationSpeed;
public Transform pivot;
public GameObject playerModel;
private int jump = 0;
private float capsuleHeight;
private float controllerHeight;
private float transformHeight;
private Vector3 moveDirection;
float startTime = 0.0f;
float oneSec = 1.0f;
void Start()
{
characterController = GetComponent<CharacterController>();
capsule = GetComponent<CapsuleCollider>();
transformHeight = transform.localScale.y;
controllerHeight = characterController.height;
capsuleHeight = capsule.height;
}
void Update()
{
float yStore = moveDirection.y;
//Need to switch to 'raw' when using keyboard
moveDirection = (transform.forward * Input.GetAxis("Vertical")) + (transform.right * Input.GetAxis("Horizontal"));
if (jump <= 1)
{
moveDirection = moveDirection.normalized * speed; //Remove this line to make running diagonal the fastest standard run
} else {
moveDirection = (moveDirection.normalized * speed)/4; //Remove this line to make running diagonal the fastest standard run
}
moveDirection.y = yStore;
if (characterController.isGrounded)
{
jump = 0;
moveDirection.y = 0.0f;
if(Input.GetKey(KeyCode.LeftShift))
{
moveDirection = (moveDirection.normalized * speed/2);
} else {
moveDirection = moveDirection.normalized * speed;
}
if(Input.GetKey(KeyCode.LeftControl))
{
characterController.height /= 2;
capsule.height /= 2;
transform.localScale = new Vector3(transform.localScale.x, transformHeight/2, transform.localScale.z);
if(Input.GetKeyDown(KeyCode.LeftControl) && characterController.velocity != new Vector3(0, 0, 0))
{
startTime = Time.time;
}
if(startTime + oneSec >= Time.time)
{
moveDirection = (moveDirection.normalized * speed * 2);
} else {
moveDirection = (moveDirection.normalized * speed/4);
}
} else {
moveDirection = moveDirection.normalized * speed;
characterController.height = controllerHeight;
capsule.height = capsuleHeight;
transform.localScale = new Vector3(transform.localScale.x, transformHeight, transform.localScale.z);
}
}
if (Input.GetButtonDown("Jump") && jump <= 1)
{
moveDirection.y = jumpHeight;
jump++;
}
moveDirection.y += Physics.gravity.y * gravity * Time.deltaTime;
// 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);
}
}
}