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RigidBodyFPSWalker.cs
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58 lines (45 loc) · 1.8 KB
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using UnityEngine;
using System.Collections;
public class RigidBodyFPSWalker : MonoBehaviour {
public float speed = 10.0f;
public float gravity = 10.0f;
public float maxVelocityChange = 10.0f;
public bool canJump = true;
public float jumpHeight = 2.0f;
private bool grounded = false;
public GameObject fpsCam;
void Awake () {
GetComponent<Rigidbody>().freezeRotation = true;
GetComponent<Rigidbody>().useGravity = false;
}
void FixedUpdate () {
if (grounded) {
// Calculate how fast we should be moving
Vector3 targetVelocity = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
targetVelocity = transform.TransformDirection(targetVelocity);
targetVelocity *= speed;
// Apply a force that attempts to reach our target velocity
Vector3 velocity = GetComponent<Rigidbody>().velocity;
Vector3 velocityChange = (targetVelocity - velocity);
velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
velocityChange.y = 0;
GetComponent<Rigidbody>().AddForce(velocityChange, ForceMode.VelocityChange);
// Jump
if (canJump && Input.GetButton("Jump")) {
GetComponent<Rigidbody>().velocity = new Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
}
}
// We apply gravity manually for more tuning control
GetComponent<Rigidbody>().AddForce(new Vector3 (0, -gravity * GetComponent<Rigidbody>().mass, 0));
grounded = false;
}
void OnCollisionStay () {
grounded = true;
}
float CalculateJumpVerticalSpeed () {
// From the jump height and gravity we deduce the upwards speed
// for the character to reach at the apex.
return Mathf.Sqrt(2 * jumpHeight * gravity);
}
}