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// This makes the character turn to face the current movement speed per default.
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var autoRotate : boolean = true;
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var maxRotationSpeed : float = 360;
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private var motor : CharacterMotor;
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// Use this for initialization
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function Awake () {
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motor = GetComponent(CharacterMotor);
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}
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// Update is called once per frame
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function Update () {
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// Get the input vector from keyboard or analog stick
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var directionVector = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0);
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if (directionVector != Vector3.zero) {
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// Get the length of the directon vector and then normalize it
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// Dividing by the length is cheaper than normalizing when we already have the length anyway
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var directionLength = directionVector.magnitude;
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directionVector = directionVector / directionLength;
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// Make sure the length is no bigger than 1
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directionLength = Mathf.Min(1, directionLength);
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// Make the input vector more sensitive towards the extremes and less sensitive in the middle
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// This makes it easier to control slow speeds when using analog sticks
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directionLength = directionLength * directionLength;
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// Multiply the normalized direction vector by the modified length
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directionVector = directionVector * directionLength;
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}
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// Rotate the input vector into camera space so up is camera's up and right is camera's right
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directionVector = Camera.main.transform.rotation * directionVector;
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// Rotate input vector to be perpendicular to character's up vector
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var camToCharacterSpace = Quaternion.FromToRotation(-Camera.main.transform.forward, transform.up);
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directionVector = (camToCharacterSpace * directionVector);
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// Apply the direction to the CharacterMotor
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motor.inputMoveDirection = directionVector;
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motor.inputJump = Input.GetButton("Jump");
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// Set rotation to the move direction
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if (autoRotate && directionVector.sqrMagnitude > 0.01) {
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var newForward : Vector3 = ConstantSlerp(
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transform.forward,
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directionVector,
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maxRotationSpeed * Time.deltaTime
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);
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newForward = ProjectOntoPlane(newForward, transform.up);
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transform.rotation = Quaternion.LookRotation(newForward, transform.up);
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}
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}
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function ProjectOntoPlane (v : Vector3, normal : Vector3) {
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return v - Vector3.Project(v, normal);
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}
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function ConstantSlerp (from : Vector3, to : Vector3, angle : float) {
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var value : float = Mathf.Min(1, angle / Vector3.Angle(from, to));
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return Vector3.Slerp(from, to, value);
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}
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// Require a character controller to be attached to the same game object
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@script RequireComponent (CharacterMotor)
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@script AddComponentMenu ("Character/Platform Input Controller")
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