Files
OTG_7/Assets/_Scripts/Gameplay/SimplePlayerController.cs
T
2026-06-04 22:14:21 +03:00

84 lines
2.5 KiB
C#

using UnityEngine;
[RequireComponent(typeof(CharacterController))]
public class SimplePlayerController : MonoBehaviour
{
public PlayerStats playerStats;
public CharacterController characterController;
public Transform cameraTransform;
[Header("Movement")]
public float gravity = -25f;
public float rotationSpeed = 12f;
[Header("Camera")]
public Vector3 cameraOffset = new Vector3(0f, 9f, -8f);
public float cameraYaw = 45f;
public float cameraSmooth = 12f;
private float verticalVelocity;
private void Awake()
{
if (characterController == null)
{
characterController = GetComponent<CharacterController>();
}
if (playerStats == null)
{
playerStats = GetComponent<PlayerStats>();
}
if (cameraTransform == null && Camera.main != null)
{
cameraTransform = Camera.main.transform;
}
}
private void Update()
{
if (Input.GetMouseButton(1))
{
cameraYaw += Input.GetAxis("Mouse X") * 120f * Time.deltaTime;
}
Vector3 input = new Vector3(Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical"));
input = Vector3.ClampMagnitude(input, 1f);
Quaternion yawRotation = Quaternion.Euler(0f, cameraYaw, 0f);
Vector3 moveDirection = yawRotation * input;
if (characterController.isGrounded && verticalVelocity < 0f)
{
verticalVelocity = -1f;
}
verticalVelocity += gravity * Time.deltaTime;
float speed = playerStats != null ? playerStats.MoveSpeed : 5f;
Vector3 velocity = moveDirection * speed;
velocity.y = verticalVelocity;
characterController.Move(velocity * Time.deltaTime);
if (moveDirection.sqrMagnitude > 0.001f)
{
Quaternion targetRotation = Quaternion.LookRotation(moveDirection, Vector3.up);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
}
}
private void LateUpdate()
{
if (cameraTransform == null)
{
return;
}
Quaternion yawRotation = Quaternion.Euler(0f, cameraYaw, 0f);
Vector3 desiredPosition = transform.position + yawRotation * cameraOffset;
cameraTransform.position = Vector3.Lerp(cameraTransform.position, desiredPosition, cameraSmooth * Time.deltaTime);
cameraTransform.LookAt(transform.position + Vector3.up * 1.3f);
}
}