mirror of
https://github.com/ConjureETS/Bomberman.git
synced 2026-03-24 10:20:58 +00:00
74 lines
2.0 KiB
C#
74 lines
2.0 KiB
C#
using TMPro;
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using UnityEngine;
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using UnityEngine.InputSystem;
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[RequireComponent(typeof(Rigidbody))]
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[RequireComponent(typeof(PlayerInput))]
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public class PlayerMovement : MonoBehaviour {
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public PlayerData data;
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new Rigidbody rigidbody;
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Vector2 moveInput;
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Vector3 moveDirection;
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Transform camTransform;
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public TextMeshProUGUI freeAngleText;
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public TextMeshProUGUI roundedAngleText;
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void Awake() {
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rigidbody = GetComponent<Rigidbody>();
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var playerInput = GetComponent<PlayerInput>();
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playerInput.actions["Move"].started += OnMove;
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playerInput.actions["Move"].performed += OnMove;
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playerInput.actions["Move"].canceled += OnMove;
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if (Camera.main != null)
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camTransform = Camera.main.transform;
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else
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Debug.LogError("Couldn't find the main camera.");
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}
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void Update() {
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Vector3 camForward = camTransform.forward;
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camForward.y = 0;
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camForward.Normalize();
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//free moveDirection
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moveDirection = camForward * moveInput.y + camTransform.right * moveInput.x;
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float angle = Vector3.SignedAngle(Vector3.forward, moveDirection, Vector3.up);
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freeAngleText.text = "FreeAngle: " + Mathf.RoundToInt(angle);
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float deltaAngle = Mathf.Sign(angle) * 29;
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deltaAngle -= (deltaAngle + angle) % 60;
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roundedAngleText.text = "RoundedAngle: " + Mathf.RoundToInt(angle + deltaAngle);
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var rotation = Quaternion.AngleAxis(deltaAngle, Vector3.up);
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moveDirection = rotation * moveDirection;
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}
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void FixedUpdate() {
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if (moveDirection != Vector3.zero) {
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rigidbody.MovePosition(rigidbody.position + moveDirection * data.speed * Time.fixedDeltaTime);
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AlignGroundedRotation();
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}
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}
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void AlignGroundedRotation() {
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Quaternion goalRot = Quaternion.LookRotation(moveDirection);
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Quaternion slerp = Quaternion.Slerp(transform.rotation, goalRot, data.turnSpeed * moveDirection.magnitude * Time.fixedDeltaTime);
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transform.rotation = slerp;
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}
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void OnMove(InputAction.CallbackContext ctx) {
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Vector2 input = ctx.ReadValue<Vector2>();
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if (input.sqrMagnitude > 1f)
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input.Normalize();
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moveInput = input;
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}
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} |