Exemple #1
0
    void Update()
    {
        float forwardTranslation  = Input.GetAxis("Vertical") * moveSpeed;
        float sidewaysTranslation = Input.GetAxis("Horizontal") * sideStrafeSpeed;
        float horizontalRotation  = Input.GetAxisRaw("Mouse X") * horizontalMouseSpeed;
        float verticalRotation    = Input.GetAxis("Mouse Y") * verticalMouseSpeed;

        forwardTranslation  *= Time.deltaTime;
        sidewaysTranslation *= Time.deltaTime;
        // horizontalRotation *= Time.deltaTime;

        transform.Translate(sidewaysTranslation, 0, forwardTranslation);
        transform.Rotate(0, horizontalRotation, 0);

        /*
         * if (TakeDamage)
         * {
         *      Camera.main.transform.localPosition
         * }
         */
        // the frustrations

        /*
         * float hitDist = 0.0f;
         * Plane playerPlane = new Plane(Vector3.up, transform.position);
         *
         * Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
         *
         * if (playerPlane.Raycast (ray, out hitDist))
         *  {
         *  Vector3 targetPoint = ray.GetPoint(hitDist);
         *  Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
         *  transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, horizontalMouseSpeed * Time.deltaTime);
         * }
         *
         *
         *
         */
        // try some geometry tricks



        // for vertical rotation, move camera and crosshairs not player

        // cast ray forward from player (origin)
        // cast ray to mouse position
        // lerp the difference

        // might need to do some trigonometry haha
        // float hitBoxDistanceThreshold = 1.0f;

        /*
         * RaycastHit playerHit;
         * if (Physics.Raycast(transform.position, transform.forward, out playerHit))
         * {
         *  Debug.DrawLine(transform.position, playerHit.point, Color.green);
         * }
         *
         */

        /*
         * Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
         * RaycastHit mouseHit;
         * if (Physics.Raycast(ray, out mouseHit, 15))
         * {
         *  Debug.DrawLine(ray.origin, mouseHit.point, Color.red);
         *
         *  if (mouseHit.distance > 10.0f)
         *  {
         *      Vector3 targetPoint = mouseHit.point;
         *      // Determine target rotation. This is the rotation if the player looks at the mouseHit point
         *      Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
         *      // smoothly rotate towards the target point
         *      transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, horizontalMouseSpeed * Time.deltaTime);
         *  }
         *
         * }
         */


        /* if (Vector3.Distance(mouseHit.point, playerHit.point) > hitBoxDistanceThreshold)
         * {
         *   // Slerp is like lerp but rather than being linear slerp has a "spherical" rate of change
         *   //
         *   //playerHit.point = Vector3.Slerp(playerHit.point, mouseHit.point, Time.deltaTime);
         * }
         */



        // get distance between green raycast hitpoint and red raycast hit point



        // Weapon input
        if (Input.GetMouseButton(0))
        {
            wandController.OnTriggerHold();
        }

        if (Input.GetMouseButtonUp(0))
        {
            wandController.OnTriggerRelease();
        }

        /*
         * if (Input.GetMouseButton(1))
         * {
         * // secondary attack
         *      wandController.ChargeSecondary();
         *
         * }
         */
        /*
         * if (Input.GetMouseButtonUp (1))
         * {
         *      wandController.ShootSecondary();
         * }
         */
        if (Input.GetMouseButton(0) && Input.GetMouseButton(1))
        {
            // special attack
        }
    }