mirror of
https://github.com/nothke/quality-control.git
synced 2024-11-14 14:43:43 +00:00
99 lines
3.8 KiB
C#
99 lines
3.8 KiB
C#
|
using System.Collections;
|
|||
|
using System.Collections.Generic;
|
|||
|
using UnityEngine;
|
|||
|
using KinematicCharacterController;
|
|||
|
using KinematicCharacterController.Examples;
|
|||
|
|
|||
|
namespace KinematicCharacterController.Examples
|
|||
|
{
|
|||
|
public class ExamplePlayer : MonoBehaviour
|
|||
|
{
|
|||
|
public ExampleCharacterController Character;
|
|||
|
public ExampleCharacterCamera CharacterCamera;
|
|||
|
|
|||
|
private const string MouseXInput = "Mouse X";
|
|||
|
private const string MouseYInput = "Mouse Y";
|
|||
|
private const string MouseScrollInput = "Mouse ScrollWheel";
|
|||
|
private const string HorizontalInput = "Horizontal";
|
|||
|
private const string VerticalInput = "Vertical";
|
|||
|
|
|||
|
private void Start()
|
|||
|
{
|
|||
|
Cursor.lockState = CursorLockMode.Locked;
|
|||
|
|
|||
|
// Tell camera to follow transform
|
|||
|
CharacterCamera.SetFollowTransform(Character.CameraFollowPoint);
|
|||
|
|
|||
|
// Ignore the character's collider(s) for camera obstruction checks
|
|||
|
CharacterCamera.IgnoredColliders.Clear();
|
|||
|
CharacterCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren<Collider>());
|
|||
|
}
|
|||
|
|
|||
|
private void Update()
|
|||
|
{
|
|||
|
if (Input.GetMouseButtonDown(0))
|
|||
|
{
|
|||
|
Cursor.lockState = CursorLockMode.Locked;
|
|||
|
}
|
|||
|
|
|||
|
HandleCharacterInput();
|
|||
|
}
|
|||
|
|
|||
|
private void LateUpdate()
|
|||
|
{
|
|||
|
// Handle rotating the camera along with physics movers
|
|||
|
if (CharacterCamera.RotateWithPhysicsMover && Character.Motor.AttachedRigidbody != null)
|
|||
|
{
|
|||
|
CharacterCamera.PlanarDirection = Character.Motor.AttachedRigidbody.GetComponent<PhysicsMover>().RotationDeltaFromInterpolation * CharacterCamera.PlanarDirection;
|
|||
|
CharacterCamera.PlanarDirection = Vector3.ProjectOnPlane(CharacterCamera.PlanarDirection, Character.Motor.CharacterUp).normalized;
|
|||
|
}
|
|||
|
|
|||
|
HandleCameraInput();
|
|||
|
}
|
|||
|
|
|||
|
private void HandleCameraInput()
|
|||
|
{
|
|||
|
// Create the look input vector for the camera
|
|||
|
float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput);
|
|||
|
float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput);
|
|||
|
Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f);
|
|||
|
|
|||
|
// Prevent moving the camera while the cursor isn't locked
|
|||
|
if (Cursor.lockState != CursorLockMode.Locked)
|
|||
|
{
|
|||
|
lookInputVector = Vector3.zero;
|
|||
|
}
|
|||
|
|
|||
|
// Input for zooming the camera (disabled in WebGL because it can cause problems)
|
|||
|
float scrollInput = -Input.GetAxis(MouseScrollInput);
|
|||
|
#if UNITY_WEBGL
|
|||
|
scrollInput = 0f;
|
|||
|
#endif
|
|||
|
|
|||
|
// Apply inputs to the camera
|
|||
|
CharacterCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector);
|
|||
|
|
|||
|
// Handle toggling zoom level
|
|||
|
if (Input.GetMouseButtonDown(1))
|
|||
|
{
|
|||
|
CharacterCamera.TargetDistance = (CharacterCamera.TargetDistance == 0f) ? CharacterCamera.DefaultDistance : 0f;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private void HandleCharacterInput()
|
|||
|
{
|
|||
|
PlayerCharacterInputs characterInputs = new PlayerCharacterInputs();
|
|||
|
|
|||
|
// Build the CharacterInputs struct
|
|||
|
characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput);
|
|||
|
characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput);
|
|||
|
characterInputs.CameraRotation = CharacterCamera.Transform.rotation;
|
|||
|
characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space);
|
|||
|
characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C);
|
|||
|
characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C);
|
|||
|
|
|||
|
// Apply inputs to character
|
|||
|
Character.SetInputs(ref characterInputs);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|