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using Rigging.Action;
using Rigging.Cameras;
using Rigging.Data;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
namespace Rigging.Inputs
{
public class InputHandler : MonoBehaviour
{
public Vector3 inputMovementDirection;
public Vector3 lastInputDirection;
public bool allowStrafe = true;
private MovementDataHandler movementData;
private Movement movement;
public bool isSpringting = false;
private void Start()
{
movementData = GetComponentInChildren<MovementDataHandler>();
movement = GetComponentInChildren<Movement>();
}
private void Update()
{
inputMovementDirection = Vector3.zero;
if (Input.GetKey(KeyCode.W))
{
inputMovementDirection += movementData.groundedForward;
}
if (Input.GetKey(KeyCode.S))
{
inputMovementDirection += movementData.groundedBack;
}
if (Input.GetKey(KeyCode.D) && allowStrafe)
{
inputMovementDirection += movementData.right;
}
if (Input.GetKey(KeyCode.A) && allowStrafe)
{
inputMovementDirection += movementData.left;
}
//if (Input.GetKey(KeyCode.LeftShift) && (!cameraMovement || !cameraMovement.ADS))
//{
// isSpringting = true;
//}
if (inputMovementDirection != Vector3.zero)
{
lastInputDirection = inputMovementDirection;
}
if ((bool)movement && Input.GetKeyDown(KeyCode.Space))
{
movement.Jump();
}
}
}
}
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