72 lines
2.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using KinematicCharacterController;
using KinematicCharacterController.Examples;
using System.Linq;
namespace KinematicCharacterController.Walkthrough.NoClipState
{
public class MyPlayer : MonoBehaviour
{
public ExampleCharacterCamera OrbitCamera;
public Transform CameraFollowPoint;
public MyCharacterController Character;
private const string MouseXInput = "Mouse X";
private const string MouseYInput = "Mouse Y";
private const string MouseScrollInput = "Mouse ScrollWheel";
private const string HorizontalInput = "Horizontal";
private const string VerticalInput = "Vertical";
private void Start()
{
OrbitCamera.SetFollowTransform(CameraFollowPoint);
OrbitCamera.IgnoredColliders.Clear();
OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren<Collider>());
playerCharacterInputs.NoClipDown = true;
}
PlayerCharacterInputs playerCharacterInputs = new PlayerCharacterInputs();
private void Update()
{
Cursor.visible = true;
HandleCharacterInput();
}
//private int maxView = 80;
//private int minView = 10;
//private float slideSpeed = 20;
private void LateUpdate()
{
HandleCameraInput();
}
//private float _zoomSpeed = 1.6f;
//public float _ZoomSpeed { get => _zoomSpeed ; }
//private float _minZoom = 5.0f;
//private float _maxZoom = 100f;
private void HandleCameraInput()
{
float mouseLookAxisUp = 0;
float mouseLookAxisRight = 0;
//if (CG.UTility.PopUpMng._TriAble)
//{
mouseLookAxisUp = Input.GetAxis(MouseYInput);
mouseLookAxisRight = Input.GetAxis(MouseXInput);
//}
}
private void HandleCharacterInput()
{
PlayerCharacterInputs characterInputs = new PlayerCharacterInputs();
characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput);
characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput);
characterInputs.JumpHeld = Input.GetKey(KeyCode.Q);
characterInputs.CrouchHeld = Input.GetKey(KeyCode.E);
characterInputs.CameraRotation = OrbitCamera.Transform.rotation;
Character.SetInputs(ref characterInputs);
}
}
}