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using System.Threading;
using UnityEngine;
public class TestSceneCharacter : MonoBehaviour
{
public float m_speed = 5f;
public float m_cameraDistance = 10f;
private Rigidbody m_body;
private Quaternion m_lookYaw = Quaternion.identity;
private float m_lookPitch;
private void Start()
{
m_body = GetComponent<Rigidbody>();
}
private void Update()
{
Thread.Sleep(30);
HandleInput(Time.deltaTime);
}
private void HandleInput(float dt)
{
Camera mainCamera = Utils.GetMainCamera();
if (mainCamera == null)
{
return;
}
Vector2 zero = Vector2.zero;
zero.x = Input.GetAxis("Mouse X");
zero.y = Input.GetAxis("Mouse Y");
if (Input.GetKey(KeyCode.Mouse1) || Cursor.lockState != 0)
{
m_lookYaw *= Quaternion.Euler(0f, zero.x, 0f);
m_lookPitch = Mathf.Clamp(m_lookPitch - zero.y, -89f, 89f);
}
if (Input.GetKeyDown(KeyCode.F1))
{
if (Cursor.lockState == CursorLockMode.None)
{
Cursor.lockState = CursorLockMode.Locked;
}
else
{
Cursor.lockState = CursorLockMode.None;
}
}
Vector3 zero2 = Vector3.zero;
if (Input.GetKey(KeyCode.A))
{
zero2 -= base.transform.right * m_speed;
}
if (Input.GetKey(KeyCode.D))
{
zero2 += base.transform.right * m_speed;
}
if (Input.GetKey(KeyCode.W))
{
zero2 += base.transform.forward * m_speed;
}
if (Input.GetKey(KeyCode.S))
{
zero2 -= base.transform.forward * m_speed;
}
if (Input.GetKeyDown(KeyCode.Space))
{
m_body.AddForce(Vector3.up * 10f, ForceMode.VelocityChange);
}
Vector3 force = zero2 - m_body.velocity;
force.y = 0f;
m_body.AddForce(force, ForceMode.VelocityChange);
base.transform.rotation = m_lookYaw;
Quaternion quaternion = m_lookYaw * Quaternion.Euler(m_lookPitch, 0f, 0f);
mainCamera.transform.position = base.transform.position - quaternion * Vector3.forward * m_cameraDistance;
mainCamera.transform.LookAt(base.transform.position + Vector3.up);
}
}
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