ccl4/blueberryPeak/Assets/Scripts/PlayerMovement.cs

88 lines
2.7 KiB
C#

using UnityEngine;
using UnityEngine.InputSystem;
[RequireComponent(typeof(CharacterController))]
public class PlayerMovement : MonoBehaviour
{
[Header("Movement Settings")]
[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;
[Header("Footstep Sound Settings")]
[SerializeField] private AK.Wwise.Event footstepEvent;
[SerializeField] private float footstepInterval = 0.5f; // seconds between footsteps
private float footstepTimer = 0f;
private Vector3 inputDirection = Vector3.zero;
private CharacterController controller;
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);
_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);
// Footstep logic
footstepTimer -= Time.deltaTime;
if (footstepTimer <= 0f && footstepEvent != null)
{
footstepEvent.Post(gameObject);
footstepTimer = footstepInterval;
}
}
else
{
footstepTimer = 0f; // Reset when not moving
}
}
void LateUpdate()
{
if (cameraTransform != null)
{
cameraTransform.position = transform.position + cameraOffset;
cameraTransform.LookAt(transform.position);
}
}
}