89 lines
3.1 KiB
C#
89 lines
3.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class MenuPlayerMovement : MonoBehaviour{
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[SerializeField] Transform cam;
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[SerializeField] float speed = 7.5f;
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CharacterController controller;
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[SerializeField] public Animator anim;
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[SerializeField] float gravityScale = 9.8f;
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[SerializeField] LayerMask whatIsGround = -1;
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[SerializeField] float feetRadius;
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[SerializeField] Transform feetPos;
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bool isGrounded;
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Vector3 velocity;
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float yVelocity;
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float yVelocityVelocity;
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[SerializeField, Range(0, .3f)] float turnSmoothTime = .1f;
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float turnSmoothVelocity;
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[SerializeField, Min(0)] float gravity = 15f;
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float currentX;
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float xDirVelocity;
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float currentY;
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float yDirVelocity;
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float velocityChangeVelocity;
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[SerializeField, Range(0, 1f)] float stepsInterval = .5f;
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float currentTime;
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// Start is called before the first frame update
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void Awake(){
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controller = GetComponent<CharacterController>();
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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// Update is called once per frame
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void Update()
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{
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if (anim != null && Time.timeScale == 1)
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{
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float horizontal = Input.GetAxisRaw("Horizontal");
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float vertical = Input.GetAxisRaw("Vertical");
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Vector3 direction = new Vector3(horizontal, 0, vertical).normalized;
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if (direction.magnitude >= .1f)
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{
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currentTime += Time.deltaTime;
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if(currentTime >= stepsInterval){
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AudioManager.instance.PlayOneShot("SFX_paso" + Random.Range(1, 6), true);
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currentTime = 0;
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}
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float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
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float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
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transform.rotation = Quaternion.Euler(0, angle, 0);
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Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
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controller.Move(moveDir.normalized * speed * Time.deltaTime);
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Vector3 directionX = direction.x * transform.forward;
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Vector3 directionZ = direction.z * transform.forward;
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currentX = Mathf.SmoothDamp(currentX, directionX.x, ref xDirVelocity, .1f);
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currentY = Mathf.SmoothDamp(currentY, directionZ.z, ref xDirVelocity, .1f);
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anim.SetFloat("Dance", 0);
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yDirVelocity = 1;
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}else{
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currentX = Mathf.SmoothDamp(currentX, 0, ref xDirVelocity, .1f);
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currentY = Mathf.SmoothDamp(currentY, 0, ref xDirVelocity, .1f);
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yDirVelocity = 0;
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}
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float vel = Mathf.SmoothDamp(anim.GetFloat("VelocityY"), yDirVelocity, ref velocityChangeVelocity, .1f);
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anim.SetFloat("VelocityY", vel);
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velocity.y -= gravity * Time.deltaTime;
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controller.Move(velocity * Time.deltaTime);
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}
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}
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}
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