118 lines
2.9 KiB
C#
118 lines
2.9 KiB
C#
using UnityEngine;
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namespace ECM2.Walkthrough.Ex91
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{
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public class FirstPersonController : MonoBehaviour
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{
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[Header("Cinemachine")]
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[Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow.")]
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public GameObject cameraTarget;
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[Tooltip("How far in degrees can you move the camera up.")]
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public float maxPitch = 80f;
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[Tooltip("How far in degrees can you move the camera down.")]
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public float minPitch = -80f;
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[Space(15f)]
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[Tooltip("Cinemachine Virtual Camera positioned at desired crouched height.")]
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public GameObject crouchedCamera;
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[Tooltip("Cinemachine Virtual Camera positioned at desired un-crouched height.")]
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public GameObject unCrouchedCamera;
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[Space(15f)]
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[Tooltip("Mouse look sensitivity")]
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public Vector2 lookSensitivity = new Vector2(1.5f, 1.25f);
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private Character _character;
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private float _cameraTargetPitch;
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public void AddControlYawInput(float value)
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{
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_character.AddYawInput(value);
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}
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public void AddControlPitchInput(float value, float minValue = -80f, float maxValue = 80f)
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{
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if (value != 0f)
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{
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_cameraTargetPitch = MathLib.ClampAngle(_cameraTargetPitch + value, minValue, maxValue);
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cameraTarget.transform.localRotation = Quaternion.Euler(0f - _cameraTargetPitch, 0f, 0f);
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}
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}
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private void OnCrouched()
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{
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crouchedCamera.SetActive(value: true);
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unCrouchedCamera.SetActive(value: false);
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}
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private void OnUnCrouched()
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{
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crouchedCamera.SetActive(value: false);
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unCrouchedCamera.SetActive(value: true);
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}
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private void Awake()
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{
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_character = GetComponent<Character>();
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}
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private void Start()
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{
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Cursor.lockState = CursorLockMode.Locked;
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_character.SetRotationMode(Character.RotationMode.None);
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}
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private void OnEnable()
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{
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_character.Crouched += OnCrouched;
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_character.UnCrouched += OnUnCrouched;
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}
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private void OnDisable()
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{
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_character.Crouched -= OnCrouched;
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_character.UnCrouched -= OnUnCrouched;
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}
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private void Update()
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{
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Vector2 vector = new Vector2
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{
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x = Input.GetAxisRaw("Horizontal"),
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y = Input.GetAxisRaw("Vertical")
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};
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Vector3 zero = Vector3.zero;
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zero += _character.GetRightVector() * vector.x;
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zero += _character.GetForwardVector() * vector.y;
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_character.SetMovementDirection(zero);
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Vector2 vector2 = new Vector2
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{
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x = Input.GetAxisRaw("Mouse X"),
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y = Input.GetAxisRaw("Mouse Y")
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};
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AddControlYawInput(vector2.x * lookSensitivity.x);
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AddControlPitchInput(vector2.y * lookSensitivity.y, minPitch, maxPitch);
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if (Input.GetKeyDown(KeyCode.LeftControl) || Input.GetKeyDown(KeyCode.C))
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{
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_character.Crouch();
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}
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else if (Input.GetKeyUp(KeyCode.LeftControl) || Input.GetKeyUp(KeyCode.C))
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{
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_character.UnCrouch();
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}
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if (Input.GetButtonDown("Jump"))
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{
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_character.Jump();
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}
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else if (Input.GetButtonUp("Jump"))
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{
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_character.StopJumping();
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}
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}
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}
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}
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