Real simple character controller

This commit is contained in:
Warwick 2025-08-01 15:42:48 +01:00
parent 771feb8fde
commit 18f0a6ef89
6 changed files with 361 additions and 21 deletions

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using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerController : MonoBehaviour public class PlayerController : MonoBehaviour
{ {
@ -12,6 +13,12 @@ public class PlayerController : MonoBehaviour
private float m_MovementSmoothing = .05f; private float m_MovementSmoothing = .05f;
private bool m_isColliding = false; private bool m_isColliding = false;
void Awake()
{
m_Rigidbody = GetComponent<Rigidbody>();
m_Camera = GetComponent<Camera>();
}
void FixedUpdate() void FixedUpdate()
{ {
m_IsGrounded = false; m_IsGrounded = false;
@ -32,9 +39,13 @@ void OnJump()
} }
} }
void Awake() void OnMove(InputValue value)
{ {
m_Rigidbody = GetComponent<Rigidbody>(); m_MoveInput = value.Get<Vector2>();
m_Camera = GetComponent<Camera>(); }
void OnLook(InputValue value)
{
m_LookInput = value.Get<Vector2>();
} }
} }

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using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerControllerV2 : MonoBehaviour
{
private CharacterController m_CharacterController;
private Camera m_Camera;
private bool m_IsGrounded = false;
private bool m_WantJump = false;
public float m_LookSensitivity = 25f;
public float m_PlayerSpeed = 10f;
private Vector2 m_MoveInput = Vector2.zero;
private Vector2 m_LookInput = Vector2.zero;
private Vector3 m_Velocity = Vector3.zero;
private float m_MovementSmoothing = .05f;
private bool m_isColliding = false;
void Awake()
{
m_CharacterController = GetComponent<CharacterController>();
m_Camera = GetComponentInChildren<Camera>();
Cursor.lockState = CursorLockMode.Locked;
}
void FixedUpdate()
{
m_IsGrounded = false;
RaycastHit hit; // TODO: Use to see if on train later and ground angle if that's relevant
if (Physics.Raycast(transform.position, Vector3.down, out hit, 1.1f))
{
m_IsGrounded = true;
}
Look();
Move();
}
private void Look()
{
m_CharacterController.transform.Rotate(Vector3.up * m_LookInput.x * m_LookSensitivity * Time.deltaTime);
float pitchRotation = m_Camera.transform.eulerAngles.x;
if (pitchRotation > 270) pitchRotation -= 360;
pitchRotation -= m_LookInput.y * m_LookSensitivity * Time.deltaTime;
//pitchRotation = Mathf.Clamp(pitchRotation, -90f, 90f);
m_Camera.transform.localRotation = Quaternion.Euler(pitchRotation, 0f, 0f);
}
private void Move()
{
Vector3 direction = transform.right * m_MoveInput.x +
transform.forward * m_MoveInput.y;
m_CharacterController.Move(direction * m_PlayerSpeed * Time.deltaTime);
}
void OnJump()
{
if (m_IsGrounded)
{
//m_CharacterController.AddForce(new Vector3(0f,400f,0f));
m_IsGrounded = false;
}
}
void OnMove(InputValue value)
{
m_MoveInput = value.Get<Vector2>();
}
void OnLook(InputValue value)
{
m_LookInput = value.Get<Vector2>();
}
}

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