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