Ejemplo n.º 1
0
        private void Start()
        {
            Cursor.lockState = CursorLockMode.Confined;
            Cursor.visible   = false;
            Character        = GameObject.FindWithTag("Player").GetComponent <KinPlayerController>();

            characterInputs = new PlayerCharacterInputs
            {
                MoveAxisForward = 0.0f,
                JumpDown        = false,
                CrouchDown      = false,
                CrouchUp        = false,
                InteractDown    = false,
                EscapeDown      = false,
                FireDown        = false,
            };
        }
        /// <summary>
        /// This is called every frame in order to tell the character what its inputs are
        /// </summary>
        public void SetInputs(ref PlayerCharacterInputs inputs)
        {
            // Clamp input
            var moveInputVector = Vector3.ClampMagnitude(new Vector3(0f, 0f, inputs.MoveAxisForward), 1f);

            // Calculate camera direction and rotation on the character plane
            var cameraPlanarDirection = Vector3.ProjectOnPlane(Quaternion.identity * Vector3.forward, Motor.CharacterUp).normalized;

            if (Math.Abs(cameraPlanarDirection.sqrMagnitude) < 0.001)
            {
                cameraPlanarDirection = Vector3.ProjectOnPlane(Quaternion.identity * Vector3.up, Motor.CharacterUp).normalized;
            }
            var cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp);

            switch (CurrentCharacterState)
            {
            case CharacterState.Default:
            {
                // Move and look inputs
                _moveInputVector = cameraPlanarRotation * moveInputVector;

                // Jumping input
                if (inputs.JumpDown)
                {
                    _timeSinceJumpRequested = 0f;
                    _jumpRequested          = true;
                }

                if (inputs.InteractDown)
                {
                    _timeSinceInteractRequested = 0f;
                    _interactRequested          = true;
                }

                if (inputs.FireDown)
                {
                    _timeSinceFireRequested = 0f;
                    _fireRequested          = true;
                }
                if (inputs.EscapeDown)
                {
                    _timeSinceEscapeRequested = 0f;
                    _escapeRequested          = true;
                }

                // Crouching input
                if (inputs.CrouchDown)
                {
                    _shouldBeCrouching = true;

                    if (!_isCrouching)
                    {
                        _isCrouching = true;
                        Motor.SetCapsuleDimensions(0.25f, 0.85f, 0.425f);
                    }
                }
                else if (inputs.CrouchUp)
                {
                    _shouldBeCrouching = false;
                }

                break;
            }

            case CharacterState.Dying:
            {
                break;
            }

            case CharacterState.Revive:
            {
                break;
            }

            case CharacterState.Pause:
            {
                break;
            }
            }
        }