Textures + Basic PlayerController

This commit is contained in:
DerTyp187
2021-10-10 13:50:04 +02:00
parent bf81c10e49
commit bfac9e07a2
179 changed files with 8676 additions and 267 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// https://youtu.be/PmIPqGqp8UY
// https://youtu.be/n-KX8AeGK7E?t=997
public class PlayerController : MonoBehaviour
{
[Header("Mouse Look")]
[SerializeField] private Transform playerCamera = null;
[SerializeField] private float mouseSensitivity = 4.0f;
[SerializeField] [Range(0.0f, 0.5f)] private float mouseSmoothTime = 0.001f;
[SerializeField] private bool lockCursor = true;
[Header("Movement")]
[SerializeField] private float walkSpeed = 6.0f;
[SerializeField][Range(0.0f, 0.5f)] private float moveSmoothTime = 0.05f;
[SerializeField] float gravity = -13.0f;
[SerializeField] private float jumpForce;
[SerializeField] private float jumpMultiplier;
private bool isJumping;
private float cameraPitch = 0f;
private float velocityY = 0.0f;
private CharacterController controller;
private Vector2 currentDir = Vector2.zero;
private Vector2 currentDirVelocity = Vector2.zero;
private Vector2 currentMouseDelta = Vector2.zero;
private Vector2 currentMouseDeltaVelocity = Vector2.zero;
private void Start()
{
controller = GetComponent<CharacterController>();
if (lockCursor)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
private void Update()
{
UpdateMouseLook();
UpdateMovement();
JumpInput();
}
private void UpdateMouseLook()
{
Vector2 targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")); //Get the axis of the mouse
currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
cameraPitch -= currentMouseDelta.y * mouseSensitivity; //minus, weil der rotation wert inverted ist
cameraPitch = Mathf.Clamp(cameraPitch, -90.0f, 90.0f);
playerCamera.localEulerAngles = Vector3.right * cameraPitch;
transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity); //Rotate the hole player if looked sideways
}
private void UpdateMovement()
{
Vector2 targetDir = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); //Get Inputs
targetDir.Normalize(); //Damit schr<68>g laufen nicht schneller ist
currentDir = Vector2.SmoothDamp(currentDir, targetDir, ref currentDirVelocity, moveSmoothTime); //Smooth movement change
if (controller.isGrounded)
velocityY = 0.0f;
velocityY += gravity * Time.deltaTime;
Vector3 velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * walkSpeed + Vector3.up * velocityY;
controller.Move(velocity * Time.deltaTime);
}
private void JumpInput()
{
Debug.Log(controller.isGrounded);
if (Input.GetButtonDown("Jump") && controller.isGrounded)
{
isJumping = true;
controller.Move(Vector3.up * jumpForce * jumpMultiplier * Time.deltaTime);
}
}
}