73 lines
2.5 KiB
C#
73 lines
2.5 KiB
C#
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using UnityEngine;
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using Mirror;
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using UnityEngine.InputSystem;
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using Cinemachine;
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public class NetWorkPlayer : NetworkBehaviour
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{
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public CharacterController characterController;
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public InputActionAsset inputAction;
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public Animator animator;
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public Transform forward;
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public Transform model;
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public CinemachineVirtualCamera vCam;
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public CursorLockMode cursorLock;
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public float moveSpeed = 5f;
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public float jumpSpeed = 2f;
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public float turnSpeed = 10f;
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public float gravity = 10f;
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Vector3 moveDir;
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Vector2 moveInput;
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public override void OnStartLocalPlayer()
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{
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Cursor.lockState = cursorLock;
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vCam.Priority = 15;
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inputAction.FindAction("Move").started += OnMove;
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inputAction.FindAction("Move").performed += OnMove;
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inputAction.FindAction("Move").canceled += OnMove;
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inputAction.FindAction("Jump").performed += OnJump;
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inputAction.FindAction("Esc").performed += OnEsc;
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inputAction.Enable();
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}
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private void Update()
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{
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if (!isLocalPlayer) return;
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moveDir = new Vector3(moveInput.x, moveDir.y, moveInput.y);
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forward.eulerAngles = new Vector3(0, vCam.transform.eulerAngles.y, 0);
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moveDir = forward.TransformDirection(moveDir);
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if (moveInput != Vector2.zero)
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{
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animator.SetBool("Move", true);
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Quaternion target = Quaternion.LookRotation(new Vector3(moveDir.x, 0, moveDir.z));
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model.rotation = Quaternion.Slerp(model.rotation, target, turnSpeed * Time.deltaTime);
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}
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else animator.SetBool("Move", false);
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if (!characterController.isGrounded)
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moveDir.y -= gravity * Time.deltaTime;
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characterController.Move(moveDir * moveSpeed * Time.deltaTime);
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}
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public void OnMove(InputAction.CallbackContext context)
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{
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if (!isLocalPlayer) return;
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if (characterController.isGrounded)
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moveInput = context.ReadValue<Vector2>();
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else moveInput = Vector2.zero;
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}
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public void OnJump(InputAction.CallbackContext context)
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{
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if (!isLocalPlayer) return;
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if (characterController.isGrounded)
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{
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moveDir.y = jumpSpeed;
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}
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}
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public void OnEsc(InputAction.CallbackContext context)
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{
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if (!isLocalPlayer) return;
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if(Cursor.lockState == CursorLockMode.Locked)
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Cursor.lockState = CursorLockMode.None;
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else
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Cursor.lockState = CursorLockMode.Locked;
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}
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}
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