You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
89 lines
2.6 KiB
C#
89 lines
2.6 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using Autohand.Demo;
|
|
|
|
namespace Autohand{
|
|
//THIS SCRIPT IS A TEMPORARY DEMO SCRIPT
|
|
//BETTER MOVEMENT OPTIONS COMING SOON
|
|
public class XRMover : MonoBehaviour{
|
|
[Header("TEMP DEMO SCRIPT - Advanced script coming soon")]
|
|
[Header("Controllers")]
|
|
public XRHandControllerLink moverController;
|
|
public XRHandControllerLink turningController;
|
|
public Common2DAxis moverAxis;
|
|
|
|
[Header("Body")]
|
|
public GameObject cam;
|
|
private CharacterController controller;
|
|
private CapsuleCollider collisionCapsule;
|
|
|
|
[Header("Settings")]
|
|
public bool snapTurning;
|
|
public float turnAngle;
|
|
public float speed = 5;
|
|
public float gravity = 1;
|
|
|
|
private float currentGravity = 0;
|
|
|
|
private bool axisReset = true;
|
|
|
|
Vector3 moveAxis;
|
|
Vector2 turningAxis;
|
|
|
|
//Driver
|
|
public void LateUpdate(){
|
|
turningAxis = turningController.GetAxis2D(moverAxis);
|
|
moveAxis = moverController.GetAxis2D(moverAxis);
|
|
|
|
Move(moveAxis.x, moveAxis.z, moveAxis.y);
|
|
Turning();
|
|
}
|
|
|
|
|
|
private void Awake(){
|
|
gameObject.layer = LayerMask.NameToLayer("HandPlayer");
|
|
controller = GetComponent<CharacterController>();
|
|
}
|
|
|
|
|
|
public void Move(float x, float y, float z){
|
|
|
|
Vector3 direction = new Vector3(x, y, z);
|
|
Vector3 headRotation = new Vector3(0, cam.transform.eulerAngles.y, 0);
|
|
|
|
direction = Quaternion.Euler(headRotation) * direction;
|
|
|
|
currentGravity = Physics.gravity.y * gravity;
|
|
|
|
if (controller.isGrounded)
|
|
currentGravity = 0;
|
|
|
|
controller.Move(new Vector3(direction.x * speed, direction.y * speed + currentGravity, direction.z * speed) * Time.deltaTime);
|
|
}
|
|
|
|
|
|
void Turning(){
|
|
//Snap turning
|
|
if (snapTurning){
|
|
if (turningAxis.x > 0.7f && axisReset){
|
|
transform.rotation *= Quaternion.Euler(0, turnAngle, 0);
|
|
axisReset = false;
|
|
}
|
|
else if (turningAxis.x < -0.7f && axisReset){
|
|
transform.rotation *= Quaternion.Euler(0, -turnAngle, 0);
|
|
axisReset = false;
|
|
}
|
|
|
|
if (Mathf.Abs(turningAxis.x) < 0.4f)
|
|
axisReset = true;
|
|
}
|
|
|
|
//Smooth turning
|
|
else{
|
|
transform.rotation *= Quaternion.Euler(0, Time.deltaTime * turnAngle * turningAxis.x, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|