public void Rotation() { cHorizontal += playerControls.GetAxis("CamHorizontal") * ((invertHorizontal)?RotationSpeed:-RotationSpeed); cVertical += playerControls.GetAxis("CamVertical") * ((invertVertical) ? -RotationSpeed : RotationSpeed); cVertical = Mathf.Clamp(cVertical, minXAngle, maxXAngle); cameraRotator.position = Target.position; TriToolHub.CreateVector3(cVertical, cHorizontal, 1, TriToolHub.AxisPlane.XY, Target.gameObject, out rotationVector); //rotationVector.x = Mathf.Clamp(rotationVector.x, minXAngle, maxXAngle); //TriToolHub.Rotate(cameraRotator.gameObject, rotationVector, true, Space.World); rotationVector.z = 0; TriToolHub.SetRotation(cameraRotator.gameObject, rotationVector, Space.Self); }
public void Movement() { TriToolHub.CreateVector3(horizontalAxis, verticalAxis, Speed / 10, TriToolHub.AxisPlane.XZ, (inCombat) ? gameObject : cameraObject, out mVector); mVector = Vector3.ClampMagnitude(mVector, Speed / 10); if (CurrentState == PState.Jumping) { YVelocity = Mathf.Lerp(YVelocity, JumpForce, Time.deltaTime * velocityChangeSpeed); mVector.y = YVelocity; } if (CurrentState == PState.Falling) { YVelocity = Mathf.Lerp(YVelocity, Gravity, Time.deltaTime * velocityChangeSpeed); mVector.y = YVelocity; } //TriToolHub.AddForce(gameObject, MovementVector, Space.World, ForceMode.Force); CharacterController.Move(mVector); P_AnimationHandler.SurveyorWheel(); }