holopy3/Assets/Plugins/RootMotion/Shared Demo Assets/Scripts/Character Controllers/UserControlThirdPerson.cs

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2020-12-10 14:25:12 +00:00
using UnityEngine;
using System.Collections;
namespace RootMotion.Demos {
/// <summary>
/// User input for a third person character controller.
/// </summary>
public class UserControlThirdPerson : MonoBehaviour {
// Input state
public struct State {
public Vector3 move;
public Vector3 lookPos;
public bool crouch;
public bool jump;
public int actionIndex;
}
public bool walkByDefault; // toggle for walking state
public bool canCrouch = true;
public bool canJump = true;
public State state = new State(); // The current state of the user input
protected Transform cam; // A reference to the main camera in the scenes transform
protected virtual void Start () {
// get the transform of the main camera
cam = Camera.main.transform;
}
protected virtual void Update () {
// read inputs
state.crouch = canCrouch && Input.GetKey(KeyCode.C);
state.jump = canJump && Input.GetButton("Jump");
float h = Input.GetAxisRaw("Horizontal");
float v = Input.GetAxisRaw("Vertical");
// calculate move direction
Vector3 move = cam.rotation * new Vector3(h, 0f, v).normalized;
// Flatten move vector to the character.up plane
if (move != Vector3.zero) {
Vector3 normal = transform.up;
Vector3.OrthoNormalize(ref normal, ref move);
state.move = move;
} else state.move = Vector3.zero;
bool walkToggle = Input.GetKey(KeyCode.LeftShift);
// We select appropriate speed based on whether we're walking by default, and whether the walk/run toggle button is pressed:
float walkMultiplier = (walkByDefault ? walkToggle ? 1 : 0.5f : walkToggle ? 0.5f : 1);
state.move *= walkMultiplier;
// calculate the head look target position
state.lookPos = transform.position + cam.forward * 100f;
}
}
}