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- // This makes the character turn to face the current movement speed per default.
- var autoRotate : boolean = true;
- var maxRotationSpeed : float = 360;
- private var motor : CharacterMotor;
- // Use this for initialization
- function Awake () {
- motor = GetComponent(CharacterMotor);
- }
- // Update is called once per frame
- function Update () {
- // Get the input vector from kayboard or analog stick
- var directionVector = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0);
-
- if (directionVector != Vector3.zero) {
- // Get the length of the directon vector and then normalize it
- // Dividing by the length is cheaper than normalizing when we already have the length anyway
- var directionLength = directionVector.magnitude;
- directionVector = directionVector / directionLength;
-
- // Make sure the length is no bigger than 1
- directionLength = Mathf.Min(1, directionLength);
-
- // Make the input vector more sensitive towards the extremes and less sensitive in the middle
- // This makes it easier to control slow speeds when using analog sticks
- directionLength = directionLength * directionLength;
-
- // Multiply the normalized direction vector by the modified length
- directionVector = directionVector * directionLength;
- }
-
- // Rotate the input vector into camera space so up is camera's up and right is camera's right
- directionVector = Camera.main.transform.rotation * directionVector;
-
- // Rotate input vector to be perpendicular to character's up vector
- var camToCharacterSpace = Quaternion.FromToRotation(-Camera.main.transform.forward, transform.up);
- directionVector = (camToCharacterSpace * directionVector);
-
- // Apply the direction to the CharacterMotor
- motor.inputMoveDirection = directionVector;
- motor.inputJump = Input.GetButton("Jump");
-
- // Set rotation to the move direction
- if (autoRotate && directionVector.sqrMagnitude > 0.01) {
- var newForward : Vector3 = ConstantSlerp(
- transform.forward,
- directionVector,
- maxRotationSpeed * Time.deltaTime
- );
- newForward = ProjectOntoPlane(newForward, transform.up);
- transform.rotation = Quaternion.LookRotation(newForward, transform.up);
- }
- }
- function ProjectOntoPlane (v : Vector3, normal : Vector3) {
- return v - Vector3.Project(v, normal);
- }
- function ConstantSlerp (from : Vector3, to : Vector3, angle : float) {
- var value : float = Mathf.Min(1, angle / Vector3.Angle(from, to));
- return Vector3.Slerp(from, to, value);
- }
- // Require a character controller to be attached to the same game object
- @script RequireComponent (CharacterMotor)
- @script AddComponentMenu ("Character/Platform Input Controller")
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