Files
UltimateFishing/Assets/Scripts/Assembly-CSharp/CameraRelativeControl.cs
2026-02-21 16:45:37 +08:00

94 lines
2.1 KiB
C#

using UnityEngine;
[RequireComponent(typeof(CharacterController))]
public class CameraRelativeControl : MonoBehaviour
{
public Joystick moveJoystick;
public Joystick rotateJoystick;
public Transform cameraPivot;
public Transform cameraTransform;
public float speed = 5f;
public float jumpSpeed = 8f;
public float inAirMultiplier = 0.25f;
public Vector2 rotationSpeed = new Vector2(50f, 25f);
private CharacterController character;
private Vector3 velocity;
private bool canJump = true;
private void Start()
{
character = GetComponent<CharacterController>();
GameObject gameObject = GameObject.Find("PlayerSpawn");
if (gameObject != null)
{
base.transform.position = gameObject.transform.position;
}
}
private void Update()
{
Vector3 motion = cameraTransform.TransformDirection(new Vector3(moveJoystick.position.x, 0f, moveJoystick.position.y));
motion.y = 0f;
motion.Normalize();
Vector2 vector = new Vector2(Mathf.Abs(moveJoystick.position.x), Mathf.Abs(moveJoystick.position.y));
motion *= speed * ((!(vector.x > vector.y)) ? vector.y : vector.x);
if (character.isGrounded)
{
if (!rotateJoystick.IsFingerDown())
{
canJump = true;
}
if (canJump && rotateJoystick.tapCount == 2)
{
velocity = character.velocity;
velocity.y = jumpSpeed;
canJump = false;
}
}
else
{
velocity.y += Physics.gravity.y * Time.deltaTime;
motion.x *= inAirMultiplier;
motion.z *= inAirMultiplier;
}
motion += velocity;
motion += Physics.gravity;
motion *= Time.deltaTime;
if (character.enabled)
{
character.Move(motion);
}
if (character.isGrounded)
{
velocity = Vector3.zero;
}
FaceMovementDirection();
Vector2 position = rotateJoystick.position;
position.x *= rotationSpeed.x;
position.y *= rotationSpeed.y;
position *= Time.deltaTime;
cameraPivot.Rotate(0f, position.x, 0f, Space.World);
cameraPivot.Rotate(position.y, 0f, 0f);
}
private void FaceMovementDirection()
{
Vector3 vector = character.velocity;
vector.y = 0f;
if ((double)vector.magnitude > 0.1)
{
base.transform.forward = vector.normalized;
}
}
}