Files
TheAuction-GS/UIElementsSchema/Assets/Player/MovementBehaviour.cs

76 lines
2.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MovementBehaviour : MonoBehaviour {
[SerializeField]
private float _movementSpeed = 10.0f;
[SerializeField]
private float _rotationSpeed = 10.0f;
[Header("Player")]
[SerializeField]
private float _playerHeight = 1.0f;
[SerializeField]
private float _playerRadius = 0.5f;
private Vector3 _desiredMovementDirection = Vector3.zero;
public Vector3 desiredMovementDirection
{
get => _desiredMovementDirection;
set => _desiredMovementDirection = value;
}
public Vector3 desiredLookDirection
{
get => _desiredMovementDirection;
set => _desiredMovementDirection = value;
}
private void Update()
{
HandleMovement();
HandleRotation();
}
private void HandleMovement()
{
Vector3 movement = _desiredMovementDirection.normalized;
float moveDistance = _movementSpeed * Time.deltaTime;
bool canMove = !Physics.CapsuleCast(transform.position, transform.position + Vector3.up * _playerHeight,
_playerRadius, movement, moveDistance);
if (!canMove) {
// Cannot goto movedir
Vector3 moveX = new Vector3(movement.x, 0, 0);
canMove = movement.x != 0 && !Physics.CapsuleCast(transform.position, transform.position + Vector3.up * _playerHeight,
_playerRadius, moveX, moveDistance);
if (canMove) {
movement = moveX;
} else {
Vector3 moveZ = new Vector3(0, 0, movement.z);
canMove = movement.z != 0 && !Physics.CapsuleCast(transform.position, transform.position + Vector3.up * _playerHeight,
_playerRadius, moveZ, moveDistance);
if (canMove) {
movement = moveZ;
}
}
}
if (canMove) {
// movement *= _movementSpeed * Time.deltaTime;
transform.position += movement * moveDistance;
}
}
private void HandleRotation() {
transform.forward =
Vector3.Slerp(transform.forward, _desiredMovementDirection, Time.deltaTime * _rotationSpeed);
}
}