// Fixed update is called in sync with physics void FixedUpdate() { // read inputs float h = Input.GetAxis("Horizontal"); float v = -Input.GetAxis("Vertical"); // calculate move direction to pass to character if (m_Cam != null) { // calculate camera relative direction to move: m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized; m_Move = v * m_CamForward + h * m_Cam.right; } else { // we use world-relative directions in the case of no main camera m_Move = v * Vector3.forward + h * Vector3.right; } #if !MOBILE_INPUT // walk speed multiplier if (Input.GetKey(KeyCode.LeftControl) && !sprint && !crouch) { m_Move *= 0.6f; } #endif if (sprint && m_Move.magnitude < 0.2f) { sprint = false; } // pass all parameters to the character control script if (cover) { m_Character.Move(m_Move, true, m_Jump, sprint); } else { m_Character.Move(m_Move, crouch, m_Jump, sprint); } m_Jump = false; }
void FixedUpdate() { if (!ragdolling) { float h = Input.GetAxis(horizontalMovement); float v = -Input.GetAxis(verticalMovement); // calculate move direction to pass to character if (m_Cam != null) { // calculate camera relative direction to move: m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized; m_Move = v * m_CamForward + h * m_Cam.right; } else { // we use world-relative directions in the case of no main camera m_Move = v * Vector3.forward + h * Vector3.right; } // walk speed multiplier if (Input.GetButton(Walk) && !sprint) { m_Move *= 0.6f; } if (sprint && m_Move.magnitude < 0.2f) { sprint = false; } // pass all parameters to the character control script if (cover) { tpMotor.Move(m_Move, true, m_Jump, sprint); } else { tpMotor.Move(m_Move, crouch, m_Jump, sprint); } m_Jump = false; } }
public void DisableRagdoll() { tpMotor.Move(Vector3.zero, false, false); tpInput.ragdolling = false; tpAimScript.enabled = true; ragdolling = false; anim.enabled = true; //mainRB.constraints = RigidbodyConstraints.FreezeRotation; mainRB.isKinematic = false; mainCol.enabled = true; root.transform.SetParent(transform); }