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133 lines
4.8 KiB
C#

6 months ago
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Autohand.Demo
{
public class OpenXRMover : MonoBehaviour
{
[Header("Input Actions")]
public InputActionProperty moveAction;
public InputActionProperty turnAction;
[Header("Body")]
public GameObject cam;
private CharacterController controller;
[Header("Settings")]
public bool snapTurning;
public float turnAngle;
public float heightStep;
public float minHeight, maxHeight;
public float speed = 5;
public float gravity = 1;
private float currentGravity = 0;
private bool turningReset = true, heightReset = true;
private void Start(){
controller = GetComponent<CharacterController>();
gameObject.layer = LayerMask.NameToLayer("HandPlayer");
moveAction.action.Enable();
moveAction.action.performed += Move;
turnAction.action.Enable();
turnAction.action.performed += TurnAndHeight;
}
private void Move(InputAction.CallbackContext move){
Vector3 headRotation = new Vector3(0, cam.transform.eulerAngles.y, 0);
Vector2 moveAxis = move.ReadValue<Vector2>();
if(Mathf.Abs(moveAxis.x) < 0.1f)
moveAxis.x = 0;
if(Mathf.Abs(moveAxis.y) < 0.1f)
moveAxis.y = 0;
Vector3 direction = new Vector3(moveAxis.x, 0, moveAxis.y);
direction = Quaternion.Euler(headRotation) * direction;
if (controller.isGrounded)
currentGravity = 0;
else
currentGravity = Physics.gravity.y * gravity;
controller.Move(new Vector3(direction.x * speed, currentGravity, direction.z * speed) * Time.deltaTime);
}
private void TurnAndHeight(InputAction.CallbackContext turn){
Vector2 turningAxis = turn.ReadValue<Vector2>();
//Snap turning
if (snapTurning){
if (turningAxis.x > 0.7f && turningReset){
transform.rotation *= Quaternion.Euler(0, turnAngle, 0);
turningReset = false;
}
else if (turningAxis.x < -0.7f && turningReset){
transform.rotation *= Quaternion.Euler(0, -turnAngle, 0);
turningReset = false;
}
else if (turningAxis.y > 0.7f && heightReset){
if (transform.position.y >= maxHeight){
transform.position = new Vector3(transform.position.x, maxHeight, transform.position.z);
SetControllerHeight(maxHeight);
}
else{
transform.position += new Vector3(0, heightStep, 0);
AddControllerHeight(heightStep);
}
heightReset = false;
}
else if (turningAxis.y < -0.7f && heightReset){
if (transform.position.y <= minHeight){
SetControllerHeight(maxHeight);
transform.position = new Vector3(transform.position.x, minHeight, transform.position.z);
}
else{
AddControllerHeight(-heightStep);
transform.position += new Vector3(0, -heightStep, 0);
}
heightReset = false;
}
if (Mathf.Abs(turningAxis.x) < 0.4f)
turningReset = true;
if (Mathf.Abs(turningAxis.y) < 0.4f)
heightReset = true;
}
//Smooth turning
else{
transform.rotation *= Quaternion.Euler(0, Time.deltaTime * turnAngle * turningAxis.x, 0);
transform.position += new Vector3(0, Time.deltaTime * heightStep * turningAxis.y, 0);
AddControllerHeight(Time.deltaTime * heightStep * turningAxis.y);
if (transform.position.y <= minHeight)
transform.position = new Vector3(transform.position.x, minHeight, transform.position.z);
else if (transform.position.y >= maxHeight)
transform.position = new Vector3(transform.position.x, maxHeight, transform.position.z);
}
}
private void AddControllerHeight(float height){
controller.height += height;
controller.center = new Vector3(0, controller.height / 2f, 0);
}
private void SetControllerHeight(float height){
controller.height = height;
controller.center = new Vector3(0, height / 2f, 0);
}
}
}