98 lines
2.6 KiB
C#
98 lines
2.6 KiB
C#
using UnityEngine;
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[RequireComponent(typeof(CharacterController))]
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public class SimpleFPSController : MonoBehaviour
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{
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[SerializeField] private Camera playerCamera;
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[SerializeField] private float moveSpeed = 5f;
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[SerializeField] private float mouseSensitivity = 2f;
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[SerializeField] private float gravity = -20f;
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[SerializeField] private bool allowJump = true;
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[SerializeField] private float jumpHeight = 1.2f;
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private CharacterController characterController;
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private float verticalVelocity;
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private float cameraPitch;
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public void Configure(Camera targetCamera)
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{
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playerCamera = targetCamera;
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}
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private void Awake()
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{
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characterController = GetComponent<CharacterController>();
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if (playerCamera == null)
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{
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playerCamera = GetComponentInChildren<Camera>();
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}
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}
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private void Start()
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{
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GameUIState.Reset();
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}
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private void Update()
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{
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HandleLook();
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HandleMovement();
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}
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private void OnApplicationFocus(bool hasFocus)
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{
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if (hasFocus)
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{
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GameUIState.SyncCursorAndTime();
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}
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}
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private void HandleLook()
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{
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if (GameUIState.IsAnyBlockingUIOpen || playerCamera == null)
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{
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return;
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}
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var mouseX = Input.GetAxis("Mouse X") * mouseSensitivity;
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var mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity;
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cameraPitch -= mouseY;
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cameraPitch = Mathf.Clamp(cameraPitch, -80f, 80f);
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playerCamera.transform.localRotation = Quaternion.Euler(cameraPitch, 0f, 0f);
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transform.Rotate(Vector3.up * mouseX);
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}
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private void HandleMovement()
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{
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if (characterController == null)
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{
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return;
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}
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if (characterController.isGrounded && verticalVelocity < 0f)
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{
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verticalVelocity = -2f;
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}
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if (!GameUIState.IsAnyBlockingUIOpen)
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{
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var horizontal = Input.GetAxisRaw("Horizontal");
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var vertical = Input.GetAxisRaw("Vertical");
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var moveDirection = (transform.right * horizontal + transform.forward * vertical).normalized;
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characterController.Move(moveDirection * moveSpeed * Time.deltaTime);
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if (allowJump && Input.GetButtonDown("Jump") && characterController.isGrounded)
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{
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verticalVelocity = Mathf.Sqrt(jumpHeight * -2f * gravity);
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}
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}
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verticalVelocity += gravity * Time.deltaTime;
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characterController.Move(Vector3.up * verticalVelocity * Time.deltaTime);
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}
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}
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