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using UnityEngine;
public class RotateByKeyboardInput : MonoBehaviour
{
public enum XSpace
{
self,
world
}
public enum YSpace
{
self,
world
}
public bool useX;
public XSpace xSpace;
public Vector3 xVector;
public bool useY;
public YSpace ySpace;
public Vector3 yVector;
[Header("Control")]
public bool needControl;
public bool needAlive;
private HasControl hasControl;
private PlayerDeath death;
private float m = 1f;
private void Start()
{
if (needControl)
{
hasControl = base.transform.root.GetComponent<HasControl>();
}
if (needAlive)
{
death = base.transform.root.GetComponent<PlayerDeath>();
}
}
private void LateUpdate()
{
Vector3 zero = Vector3.zero;
if (Input.GetKey(KeyCode.W))
{
zero += Vector3.forward;
}
if (Input.GetKey(KeyCode.S))
{
zero -= Vector3.forward;
}
if (Input.GetKey(KeyCode.D))
{
zero += Vector3.right;
}
if (Input.GetKey(KeyCode.A))
{
zero += Vector3.left;
}
zero = zero.normalized;
if (needControl && !hasControl.hasControl)
{
return;
}
if (needAlive)
{
m = Mathf.Clamp(death.muscleFunction * 2f, 0f, 1f);
if (death.dead)
{
return;
}
}
if (useX)
{
Vector3 vector = xVector;
if (xSpace == XSpace.self)
{
vector = base.transform.TransformDirection(vector);
}
base.transform.Rotate(vector * zero.x * m * 0.8f, Space.World);
}
if (useY)
{
Vector3 vector2 = yVector;
if (ySpace == YSpace.self)
{
vector2 = base.transform.TransformDirection(vector2);
}
base.transform.Rotate(vector2 * zero.y * m * 0.8f, Space.World);
}
}
}
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