Example #1
0
    // Update is called once per frame
    void Update()
    {
        if (PauseMenu.IsOn)
        {
            return;
        }

        float xMov = Input.GetAxis("Horizontal");
        float zMov = Input.GetAxis("Vertical");

        Vector3 movHorizontal = transform.right * xMov;
        Vector3 movVertical   = transform.forward * zMov;

        //final movement vector
        Vector3 velocity = (movHorizontal + movVertical) * speedPlayer;

        //apply movement
        motor.Move(velocity);

        //Rotation HORIZONTAL, we will turn the player to look around him.
        float   yRot           = Input.GetAxisRaw("Mouse X");
        Vector3 rotationPlayer = new Vector3(0f, yRot, 0f) * lookSensivility;

        //Apply
        motor.Rotate(rotationPlayer);

        //Rotation VERTICAL, we will turn the camera in a vertical axis, why? We dont wanna turn the player vertically only camera.
        float xRot           = Input.GetAxisRaw("Mouse Y");
        float cameraRotation = xRot * lookSensivility;

        //Apply
        motor.RotateCamera(cameraRotation);


        //Calculate Jump
        Vector3 jump = Vector3.zero;

        //Apply jump Force
        if (Input.GetButton("Jump"))
        {
            jump = Vector3.up * jumpForce;
            SetJointSettings(0f);
        }
        else
        {
            SetJointSettings(jointSpring);
        }

        motor.ApplyJump(jump);
    }
    // Update is called once per frame
    void Update()
    {
        float xMov = Input.GetAxis("Horizontal");
        float zMov = Input.GetAxis("Vertical");

        Vector3 movHorizontal = transform.right * xMov;
        Vector3 movVertical   = transform.forward * zMov;

        //final movement vector
        Vector3 velocity = (movHorizontal + movVertical) * speed / rb.mass;

        //apply movement
        motor.Move(velocity);
        float   yRot           = Input.GetAxisRaw("Mouse X");
        Vector3 rotationPlayer = new Vector3(0f, yRot, 0f) * lookSensivility;

        //Apply
        motor.Rotate(rotationPlayer);

        //Rotation VERTICAL, we will turn the camera in a vertical axis, why? We dont wanna turn the player vertically only camera.
        float xRot           = Input.GetAxisRaw("Mouse Y");
        float cameraRotation = xRot * lookSensivility;

        //Apply
        motor.RotateCamera(cameraRotation);

        Vector3 jump = Vector3.zero;

        if (Input.GetKeyDown(KeyCode.Space))
        {
            jump = Vector3.up * jumpForce;
            SetJointSettings(0f);
        }
        else
        {
            SetJointSettings(jointSpring);
        }

        motor.ApplyJump(jump);
    }