PlayerController with Collisions

master
DJh2o2 2023-01-31 16:03:58 +07:00
parent 35b4a8b4ad
commit c4b40cda24
31 changed files with 5500 additions and 8855 deletions

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@ -9,7 +9,7 @@ public class GameInput : MonoBehaviour
playerInputActions.Player.Enable();
}
public static Vector2 GetMovementVectorNormalized()
public Vector2 GetMovementVectorNormalized()
{
Vector2 inputVector = playerInputActions.Player.Move.ReadValue<Vector2>();
return inputVector.normalized;

@ -7,19 +7,53 @@ public class Player : MonoBehaviour
[SerializeField] private GameInput gameInput;
private bool isWalking;
private const float playerRadius = .7f;
private const float playerHeight = 2f;
private void Update()
{
Vector2 inputVector = GameInput.GetMovementVectorNormalized();
Vector2 inputVector = gameInput.GetMovementVectorNormalized();
Vector3 moveDir = new(inputVector.x, 0, inputVector.y);
transform.position += moveDir * (moveSpeed * Time.deltaTime);
float moveDistance = moveSpeed * Time.deltaTime;
if (!CanMove(transform.position, moveDir, moveDistance))
{
// Cannot move towars moveDir
//Attempt only x movement
Vector3 moveDirX = new Vector3(moveDir.x, 0, 0).normalized;
if (CanMove(transform.position, moveDirX, moveDistance))
{
//Can move only on the X
moveDir = moveDirX;
}
else
{
//Cannot move only on the X
//Attempt only Z movement
Vector3 moveDirZ = new Vector3(0, 0, moveDir.z).normalized;
if (CanMove(transform.position, moveDirZ, moveDistance))
{
//Can move only on the Z
moveDir = moveDirZ;
}
else
{
//Cannot move in any direction
}
}
}
transform.position += moveDir * moveDistance;
isWalking = moveDir != Vector3.zero;
transform.forward = Vector3.Slerp(transform.forward, moveDir, Time.deltaTime * rotateSpeed);
}
public bool IsWalking()
public bool IsWalking() => isWalking;
private static bool CanMove(Vector3 position, Vector3 moveDir, float moveDistance)
{
return isWalking;
return !Physics.CapsuleCast(position, position + Vector3.up * playerHeight, playerRadius, moveDir, moveDistance);
}
}

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