ccl4/blueberryPeak/Assets/Scripts/PlayerMovement.cs
2025-06-12 21:56:02 +02:00

74 lines
2.1 KiB
C#

using UnityEngine;
using UnityEngine.InputSystem;
[RequireComponent(typeof(CharacterController))]
public class PlayerMovement : MonoBehaviour
{
[SerializeField] private float movementSpeed = 5f;
[SerializeField] private float rotationSpeed = 200f;
[SerializeField] private InputActionReference movement;
[SerializeField] private Transform cameraTransform;
[SerializeField] private Vector3 cameraOffset = new Vector3(0, 10, -10);
[SerializeField] private Animator _animator;
private Vector3 inputDirection = Vector3.zero;
private CharacterController controller;
void LateUpdate()
{
if (cameraTransform != null)
{
cameraTransform.position = transform.position + cameraOffset;
cameraTransform.LookAt(transform.position);
}
}
void Start()
{
controller = GetComponent<CharacterController>();
movement.action.Enable();
movement.action.performed += OnMovement;
movement.action.canceled += OnMovementStop;
}
void OnMovement(InputAction.CallbackContext context)
{
Vector2 inputVector = context.ReadValue<Vector2>();
inputDirection = new Vector3(inputVector.x, 0, inputVector.y);
}
void OnMovementStop(InputAction.CallbackContext context)
{
inputDirection = Vector3.zero;
}
void Update()
{
Cursor.lockState = CursorLockMode.Locked;
Vector3 cameraForward = cameraTransform.forward;
Vector3 cameraRight = cameraTransform.right;
cameraForward.y = 0;
cameraRight.y = 0;
cameraForward.Normalize();
cameraRight.Normalize();
Vector3 move = (cameraForward * inputDirection.z + cameraRight * inputDirection.x).normalized * movementSpeed;
controller.SimpleMove(move);
print("ttesto");
_animator.SetFloat("Speed", move.magnitude);
if (move.magnitude > 0.01f)
{
Quaternion toRotation = Quaternion.LookRotation(move, Vector3.up);
transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, rotationSpeed * Time.deltaTime);
}
}
}