9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
118 lines
3.4 KiB
C#
118 lines
3.4 KiB
C#
using System.Collections;
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using UnityEngine;
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using UnityEngine.InputSystem.Interactions;
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// Use action set asset instead of lose InputActions directly on component.
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public class SimpleController_UsingActionAsset : MonoBehaviour
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{
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public float moveSpeed;
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public float rotateSpeed;
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public float burstSpeed;
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public GameObject projectile;
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private SimpleControls m_Controls;
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private bool m_Charging;
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private Vector2 m_Rotation;
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public void Awake()
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{
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m_Controls = new SimpleControls();
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m_Controls.gameplay.fire.performed +=
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ctx =>
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{
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if (ctx.interaction is SlowTapInteraction)
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{
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StartCoroutine(BurstFire((int)(ctx.duration * burstSpeed)));
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}
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else
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{
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Fire();
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}
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m_Charging = false;
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};
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m_Controls.gameplay.fire.started +=
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ctx =>
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{
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if (ctx.interaction is SlowTapInteraction)
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m_Charging = true;
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};
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m_Controls.gameplay.fire.canceled +=
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ctx =>
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{
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m_Charging = false;
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};
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}
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public void OnEnable()
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{
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m_Controls.Enable();
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}
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public void OnDisable()
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{
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m_Controls.Disable();
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}
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public void OnGUI()
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{
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if (m_Charging)
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GUI.Label(new Rect(100, 100, 200, 100), "Charging...");
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}
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public void Update()
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{
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var look = m_Controls.gameplay.look.ReadValue<Vector2>();
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var move = m_Controls.gameplay.move.ReadValue<Vector2>();
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// Update orientation first, then move. Otherwise move orientation will lag
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// behind by one frame.
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Look(look);
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Move(move);
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}
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private void Move(Vector2 direction)
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{
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if (direction.sqrMagnitude < 0.01)
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return;
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var scaledMoveSpeed = moveSpeed * Time.deltaTime;
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// For simplicity's sake, we just keep movement in a single plane here. Rotate
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// direction according to world Y rotation of player.
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var move = Quaternion.Euler(0, transform.eulerAngles.y, 0) * new Vector3(direction.x, 0, direction.y);
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transform.position += move * scaledMoveSpeed;
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}
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private void Look(Vector2 rotate)
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{
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if (rotate.sqrMagnitude < 0.01)
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return;
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var scaledRotateSpeed = rotateSpeed * Time.deltaTime;
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m_Rotation.y += rotate.x * scaledRotateSpeed;
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m_Rotation.x = Mathf.Clamp(m_Rotation.x - rotate.y * scaledRotateSpeed, -89, 89);
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transform.localEulerAngles = m_Rotation;
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}
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private IEnumerator BurstFire(int burstAmount)
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{
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for (var i = 0; i < burstAmount; ++i)
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{
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Fire();
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yield return new WaitForSeconds(0.1f);
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}
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}
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private void Fire()
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{
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var transform = this.transform;
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var newProjectile = Instantiate(projectile);
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newProjectile.transform.position = transform.position + transform.forward * 0.6f;
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newProjectile.transform.rotation = transform.rotation;
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const int size = 1;
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newProjectile.transform.localScale *= size;
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newProjectile.GetComponent<Rigidbody>().mass = Mathf.Pow(size, 3);
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newProjectile.GetComponent<Rigidbody>().AddForce(transform.forward * 20f, ForceMode.Impulse);
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newProjectile.GetComponent<MeshRenderer>().material.color =
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new Color(Random.value, Random.value, Random.value, 1.0f);
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}
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}
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