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path: root/Other/CADEMO/Assets/Scripts/PlayerController.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerController : MonoBehaviour
{
	public float m_MoveSpeed = 1f;

	public float m_CameraRotation;
	public float m_LookSensitive;
	public Transform m_Eye;
	public float m_LookSmooth;
	public float m_BodyRotation;

	// Start is called before the first frame update
	void Start()
    {
		Cursor.lockState = CursorLockMode.Locked;
    }

	void LookAround()
	{
		float mouseX = Input.GetAxis("Mouse X");
		float mouseY = Input.GetAxis("Mouse Y");

		//mouseX = -0.1f; // test jittery

		m_CameraRotation -= mouseY * Time.deltaTime * m_LookSensitive;
		m_CameraRotation = Mathf.Clamp(m_CameraRotation, -90, 90);
		Quaternion rot = Quaternion.Euler(m_CameraRotation, 0, 0);
		m_Eye.localRotation = Quaternion.Slerp(m_Eye.localRotation, rot, m_LookSmooth);

		m_BodyRotation += mouseX * Time.deltaTime * m_LookSensitive;
		rot = Quaternion.Euler(0, m_BodyRotation, 0);
		transform.localRotation = Quaternion.Slerp(transform.localRotation, rot, m_LookSmooth);
	}

	// Update is called once per frame
	void Update()
    {
		float moveX = Input.GetAxisRaw("Horizontal");
		float moveZ = Input.GetAxisRaw("Vertical");

		Vector3 dir = transform.right * moveX + transform.forward * moveZ;

		if (dir.magnitude > 0)
		{
			dir = dir.normalized;
			Vector3 velocity = dir * m_MoveSpeed;

			transform.position += velocity * Time.deltaTime;
		}

		LookAround();

	}
}