66 lines
1.9 KiB
C#
66 lines
1.9 KiB
C#
using UnityEngine;
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using UnityEngine.InputSystem;
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[RequireComponent(typeof(CharacterController))]
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public class PlayerMovement : MonoBehaviour
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{
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[SerializeField] private float movementSpeed = 5f;
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[SerializeField] private float rotationSpeed = 200f;
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[SerializeField] private InputActionReference movement;
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[SerializeField] private Transform cameraTransform;
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[SerializeField] private Vector3 cameraOffset = new Vector3(0, 10, -10);
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private Vector3 inputDirection = Vector3.zero;
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private CharacterController controller;
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void LateUpdate()
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{
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// Keep the camera centered on the player at a fixed isometric offset
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if (cameraTransform != null)
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{
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cameraTransform.position = transform.position + cameraOffset;
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cameraTransform.LookAt(transform.position);
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}
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}
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void Start()
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{
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controller = GetComponent<CharacterController>();
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movement.action.Enable();
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movement.action.performed += OnMovement;
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movement.action.canceled += OnMovementStop;
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}
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void OnMovement(InputAction.CallbackContext context)
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{
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Vector2 inputVector = context.ReadValue<Vector2>();
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inputDirection = new Vector3(inputVector.x, 0, inputVector.y);
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}
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void OnMovementStop(InputAction.CallbackContext context)
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{
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inputDirection = Vector3.zero;
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}
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void Update()
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{
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Cursor.lockState = CursorLockMode.Locked;
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// Move the player
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Vector3 move = inputDirection.normalized * movementSpeed;
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controller.SimpleMove(move);
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// Rotate the player toward movement direction
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if (inputDirection != Vector3.zero)
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{
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Quaternion toRotation = Quaternion.LookRotation(inputDirection, Vector3.up);
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transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, rotationSpeed*Time.deltaTime);
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}
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}
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} |