Created
December 18, 2017 09:44
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Unity PlayerCtrl
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class PlayerCtrl : MonoBehaviour { | |
public float speed = 6f; // The speed that the player will move at. | |
Vector3 movement; // The vector to store the direction of the player's movement. | |
Animator anim; // Reference to the animator component. | |
Rigidbody playerRigidbody; // Reference to the player's rigidbody. | |
int floorMask; // A layer mask so that a ray can be cast just at gameobjects on the floor layer. | |
float camRayLength = 100f; // The length of the ray from the camera into the scene. | |
void Awake() | |
{ | |
// Create a layer mask for the floor layer. | |
floorMask = LayerMask.GetMask("Floor"); | |
// Set up references. | |
anim = GetComponent<Animator>(); | |
playerRigidbody = GetComponent<Rigidbody>(); | |
} | |
void FixedUpdate() | |
{ | |
// Store the input axes. | |
float h = Input.GetAxisRaw("Horizontal"); | |
float v = Input.GetAxisRaw("Vertical"); | |
// Move the player around the scene. | |
Move(h, v); | |
// Turn the player to face the mouse cursor. | |
Turning(); | |
// Animate the player. | |
Animating(h, v); | |
} | |
void Move(float h, float v) | |
{ | |
// Set the movement vector based on the axis input. | |
movement.Set(h, 0f, v); | |
// Normalise the movement vector and make it proportional to the speed per second. | |
movement = movement.normalized * speed * Time.deltaTime; | |
// Move the player to it's current position plus the movement. | |
playerRigidbody.MovePosition(transform.position + movement); | |
} | |
void Turning() | |
{ | |
// Create a ray from the mouse cursor on screen in the direction of the camera. | |
Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition); | |
// Create a RaycastHit variable to store information about what was hit by the ray. | |
RaycastHit floorHit; | |
// Perform the raycast and if it hits something on the floor layer... | |
if (Physics.Raycast(camRay, out floorHit, camRayLength, floorMask)) | |
{ | |
// Create a vector from the player to the point on the floor the raycast from the mouse hit. | |
Vector3 playerToMouse = floorHit.point - transform.position; | |
// Ensure the vector is entirely along the floor plane. | |
playerToMouse.y = 0f; | |
// Create a quaternion (rotation) based on looking down the vector from the player to the mouse. | |
Quaternion newRotation = Quaternion.LookRotation(playerToMouse); | |
// Set the player's rotation to this new rotation. | |
playerRigidbody.MoveRotation(newRotation); | |
} | |
} | |
void Animating(float h, float v) | |
{ | |
// Create a boolean that is true if either of the input axes is non-zero. | |
bool walking = h != 0f || v != 0f; | |
// Tell the animator whether or not the player is walking. | |
anim.SetBool("IsWalking", walking); | |
} | |
} |
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