Ejemplo n.º 1
0
    // Update is called once per frame
    void Update()
    {
        // iff scoping half the sensitivity
        if (isHunter)
        {
            if (hunterRef.GetIsScoped())
            {
                mouseMoveValue = scopeSensitivity;
            }
        }
        else
        {
            mouseMoveValue = mouseSensitivity;
        }

        float mouseX = Input.GetAxis("Mouse X") * mouseMoveValue * Time.deltaTime;
        float mouseY = Input.GetAxis("Mouse Y") * mouseMoveValue * Time.deltaTime;

        //Debug.Log("Mouse values. mouseX = " + mouseX + ". mouseY = " + mouseY);

        xRotation -= mouseY;
        xRotation  = Mathf.Clamp(xRotation, minLookUp, maxLookUp);

        transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
        playerBody.Rotate(Vector3.up * mouseX);
    }
Ejemplo n.º 2
0
    // Update is called once per frame
    void Update()
    {
        if (!hasAuthority)
        {
            return;
        }
        isRunning  = false;
        isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundLayer);

        if (isGrounded && velocity.y < 0)
        {
            velocity.y = -2;
        }

        float x = Input.GetAxis("Horizontal");
        float z = Input.GetAxis("Vertical");

        Vector3 move = transform.right * x + transform.forward * z;

        // crouched input
        if (Input.GetKeyDown(KeyCode.LeftControl) && hunterRef == null)
        {
            isCrouched = !isCrouched;

            if (isCrouched)
            {
                headObject.transform.localPosition = crouchHeadPosition.localPosition;
                nanim.animator.SetBool("isCrouched", true);
            }
            else
            {
                headObject.transform.localPosition = standingHeadPosition.localPosition;
                nanim.animator.SetBool("isCrouched", false);
            }
        }

        if (isCrouched || (hunterRef != null && hunterRef.GetIsScoped()))
        {
            controller.Move(move * crouchingSpeed * Time.deltaTime);
            // make sure to switch colliders to smaller one.
        }
        else
        {
            // the player is holding the running button down or not
            if (Input.GetKey(KeyCode.LeftShift)) // running
            {
                if (isGrounded)
                {// running on the ground
                    controller.Move(move * runningSpeed * Time.deltaTime);
                }
                else
                {// running in the air
                    controller.Move(move * crouchingSpeed * Time.deltaTime);
                }
                isRunning = true;
            }
            else
            {     // not running
                if (isGrounded)
                { // not running on ground
                    controller.Move(move * speed * Time.deltaTime);
                }
                else
                {// not running in air
                    controller.Move(move * crouchingSpeed * Time.deltaTime);
                }
            }
        }

        if (Input.GetButtonDown("Jump") && isGrounded && !isCrouched)
        {
            velocity.y = Mathf.Sqrt(jumpHeight * -jumpForce * gravity);
            nanim.SetTrigger("Jump");
            StartCoroutine(ResetJumpTrigger());
        }

        if (x != 0f || z != 0f)
        {
            // character is moving
            Debug.Log("Character is moving");
            if (isRunning)
            {
                nanim.animator.SetFloat("speed", 1f);
            }
            else
            {
                nanim.animator.SetFloat("speed", 0.5f);
            }
        }
        else
        {
            nanim.animator.SetFloat("speed", 0f);
        }

        velocity.y += gravity * Time.deltaTime;
        controller.Move(velocity * Time.deltaTime);
    }