Esempio n. 1
0
    protected virtual void Update()
    {
        if (m_Controller != null)
        {
            float horizontalComp  = Input.GetAxis(GetPlayerControl(m_ControlMap) + "Horizontal");
            float verticalComp    = Input.GetAxis(GetPlayerControl(m_ControlMap) + "Vertical");
            float interactionComp = Input.GetAxis(GetPlayerControl(m_ControlMap) + "Interaction");
//			if(Mathf.Abs(horizontalComp) > 0.01f || Mathf.Abs(verticalComp) > 0.01f)
            {
                PlayerInputEventData eventData = new PlayerInputEventData();
                eventData._type = PlayerInputAction.MOVE;
                Dictionary <string, float> values = new Dictionary <string, float>();
                values.Add("horizontal", horizontalComp);
                values.Add("vertical", verticalComp);
                eventData._data = values;
                SendMessage("OnPlayerInput", eventData, SendMessageOptions.DontRequireReceiver);
            }

            if (Mathf.Abs(interactionComp) > 0.01f)
            {
                PlayerInputEventData eventData = new PlayerInputEventData();
                eventData._type = PlayerInputAction.INTERACTION;
                SendMessage("OnPlayerInput", eventData, SendMessageOptions.DontRequireReceiver);
            }
        }
    }
    private void OnPlayerInput(PlayerInputEventData eventData)
    {
        switch (eventData._type)
        {
        case PlayerInputAction.MOVE:
        {
            if (CanProcessState(PlayerState.RUNNING) && m_CurrentState != PlayerState.CHOPPING)
            {
                Dictionary <string, float> values = (Dictionary <string, float>)eventData._data;
                float horizontalComp = values["horizontal"];
                float verticalComp   = values["vertical"];
                if (Mathf.Abs(horizontalComp) > 0.01f || Mathf.Abs(verticalComp) > 0.01f)
                {
                    Vector3 targetDirection = horizontalComp * Vector3.right + verticalComp * Vector3.forward;
                    m_MoveDirection = Vector3.RotateTowards(m_MoveDirection, targetDirection, m_TurnRate * Mathf.Deg2Rad * Time.deltaTime, 1000);
                    m_MoveDirection = m_MoveDirection.normalized;
                    if (Mathf.Abs(horizontalComp) > 0.1f || Mathf.Abs(verticalComp) > 0.1f)
                    {
                        Vector3 movement = m_MoveDirection * m_MoveSpeed * Time.deltaTime + new Vector3(0, m_VerticalSpeed, 0);
                        //transform.position += movement;
                        m_RigidBody.MovePosition(transform.position + movement);
                    }
                    //transform.rotation = Quaternion.LookRotation(m_MoveDirection);
                    m_RigidBody.MoveRotation(Quaternion.LookRotation(m_MoveDirection));
                }
                else if (m_CurrentState == PlayerState.RUNNING)
                {
                    SetState(PlayerState.IDLE);
                }
            }
            break;
        }

        case PlayerInputAction.INTERACTION:
        {
            if (m_IsInsideTrigger)
            {
                SetState(PlayerState.INTERACTION);
            }
        }
        break;

        case PlayerInputAction.PAUSE:
        {
            break;
        }
        }
    }