예제 #1
0
        void Update()
        {
            transform.position = PlayerControlsMouse.Get().GetPointingPos();
            transform.rotation = Quaternion.LookRotation(TheCamera.Get().transform.forward, Vector3.up);

            PlayerCharacter player   = PlayerCharacter.GetFirst();
            PlayerControls  controls = PlayerControls.Get(player ? player.player_id : 0);

            MAction maction = current_slot != null && current_slot.GetItem() != null?current_slot.GetItem().FindMergeAction(current_select) : null;

            title.enabled = maction != null && player != null && maction.CanDoAction(player, current_slot, current_select);
            title.text    = maction != null ? maction.title : "";

            bool active = current_slot != null && controls != null && !controls.IsGamePad();

            if (active != icon_group.activeSelf)
            {
                icon_group.SetActive(active);
            }

            icon.enabled = false;
            if (current_slot != null && current_slot.GetItem())
            {
                icon.sprite  = current_slot.GetItem().icon;
                icon.enabled = true;
            }

            timer += Time.deltaTime;
            if (timer > refresh_rate)
            {
                timer = 0f;
                SlowUpdate();
            }
        }
예제 #2
0
        protected override void Update()
        {
            base.Update();

            if (IsVisible() && character != null && select != null)
            {
                float dist = (interact_pos - character.transform.position).magnitude;
                if (dist > select.use_range * 1.2f)
                {
                    Hide();
                }
            }

            if (IsVisible())
            {
                Vector3 dir = TheCamera.Get().GetFacingFront();
                transform.rotation = Quaternion.LookRotation(dir, Vector3.up);
            }

            if (IsVisible() && select == null)
            {
                Hide();
            }

            //Auto focus
            UISlotPanel focus_panel = UISlotPanel.GetFocusedPanel();

            if (focus_panel != this && IsVisible() && PlayerControls.IsAnyGamePad())
            {
                Focus();
            }
        }
        //Strike without target
        private void DoRangedAttackStrike()
        {
            //Ranged attack
            ItemData equipped = character.EquipData.GetEquippedWeaponData();

            if (equipped != null && equipped.IsRangedWeapon())
            {
                InventoryItemData projectile_inv = character.Inventory.GetFirstItemInGroup(equipped.projectile_group);
                ItemData          projectile     = ItemData.Get(projectile_inv?.item_id);
                if (projectile != null)
                {
                    character.Inventory.UseItem(projectile, 1);
                    Vector3 pos        = GetProjectileSpawnPos();
                    Vector3 dir        = transform.forward;
                    bool    freerotate = TheCamera.Get().IsFreeRotation();
                    if (freerotate)
                    {
                        dir = TheCamera.Get().GetFacingDir();
                    }

                    GameObject proj    = Instantiate(projectile.projectile_prefab, pos, Quaternion.LookRotation(dir.normalized, Vector3.up));
                    Projectile project = proj.GetComponent <Projectile>();
                    project.shooter = character;
                    project.dir     = dir.normalized;
                    project.damage  = equipped.damage;

                    if (freerotate)
                    {
                        project.SetInitialCurve(TheCamera.Get().GetAimDir(character));
                    }
                }
            }
        }
        private void UpdateSlow()
        {
            Vector3 pos       = TheCamera.Get().GetTargetPos();
            Vector3 cam_dir   = TheCamera.Get().GetFacingFront();
            Vector3 obj_dir   = transform.position - pos;
            bool    is_behind = Vector3.Dot(obj_dir.normalized, cam_dir) < 0f;
            bool    is_near   = (transform.position - pos).magnitude < distance;

            SetMaterial(is_behind && is_near);
        }
예제 #5
0
    void SlowUpdate()
    {
        //Optimization
        Vector3 center_pos = TheCamera.Get().GetTargetPosOffsetFace();

        foreach (Selectable select in Selectable.GetAll())
        {
            float dist = (select.GetPosition() - center_pos).magnitude;
            select.SetActive(dist < select.active_range);
        }
    }
        void FixedUpdate()
        {
            if (TheGame.Get().IsPaused())
            {
                return;
            }

            //Optimization, dont run if too far
            float dist         = (TheCamera.Get().GetTargetPos() - transform.position).magnitude;
            float active_range = Mathf.Max(detect_range * 2f, selectable.active_range * 0.8f);

            is_active = (state != AnimalState.Wander && state != AnimalState.Dead) || character.IsMoving() || dist < active_range;
        }
        //Ranged attack without a target
        private IEnumerator AttackRunNoTarget()
        {
            character.SetDoingAction(true);
            is_attacking = true;

            //Rotate toward
            bool freerotate = TheCamera.Get().IsFreeRotation();

            if (freerotate)
            {
                character.FaceTorward(transform.position + TheCamera.Get().GetFacingFront());
            }

            //Start animation
            if (onAttack != null)
            {
                onAttack.Invoke(null, true);
            }

            //Wait for windup
            float windup = GetAttackWindup();

            yield return(new WaitForSeconds(windup));

            //Durability
            character.Inventory.UpdateAllEquippedItemsDurability(true, -1f);

            int   nb_strikes      = GetAttackStrikes();
            float strike_interval = GetAttackStikesInterval();

            while (nb_strikes > 0)
            {
                DoRangedAttackStrike();
                yield return(new WaitForSeconds(strike_interval));

                nb_strikes--;
            }

            //Reset timer
            attack_timer = 0f;

            //Wait for the end of the attack before character can move again
            float windout = GetAttackWindout();

            yield return(new WaitForSeconds(windout));

            character.SetDoingAction(false);
            is_attacking = false;
        }
        private void DoMoveToward(Vector3 target_pos)
        {
            Vector3 dir   = target_pos - transform.position;
            Vector3 tDir  = target_pos - start_pos;
            float   mdist = Mathf.Min(fx_speed * Time.deltaTime, dir.magnitude);
            float   scale = dir.magnitude / tDir.magnitude;

            transform.position  += dir.normalized * mdist;
            transform.localScale = start_scale * scale;
            transform.rotation   = Quaternion.LookRotation(TheCamera.Get().transform.forward, Vector3.up);

            if (dir.magnitude < 0.1f)
            {
                Destroy(gameObject);
            }
        }
예제 #9
0
        void Update()
        {
            Vector3 dir = TheCamera.Get().GetFacingFront();

            transform.rotation = Quaternion.LookRotation(dir, Vector3.up);

            if (target == null || target.IsDead())
            {
                Destroy(gameObject);
            }
            else
            {
                fill.fillAmount    = target.hp / (float)target.GetMaxHP();
                canvas_group.alpha = fill.fillAmount < 0.999f ? 1f : 0f;
            }
        }
예제 #10
0
    private void Start()
    {
        //Load game data
        PlayerData pdata = PlayerData.Get();
        GameData   gdata = GameData.Get();

        if (!string.IsNullOrEmpty(pdata.current_scene))
        {
            if (pdata.current_entry_index < 0 && pdata.current_scene == SceneNav.GetCurrentScene())
            {
                PlayerCharacter.Get().transform.position = pdata.current_pos;
                TheCamera.Get().MoveToTarget(pdata.current_pos);
            }
        }

        pdata.current_scene = SceneNav.GetCurrentScene();

        //Spawn dropped items
        foreach (KeyValuePair <string, DroppedItemData> elem in pdata.dropped_items)
        {
            if (elem.Value.scene == SceneNav.GetCurrentScene())
            {
                Item.Spawn(elem.Key);
            }
        }

        //Spawn constructions
        foreach (KeyValuePair <string, BuiltConstructionData> elem in pdata.built_constructions)
        {
            if (elem.Value.scene == SceneNav.GetCurrentScene())
            {
                Construction.Spawn(elem.Key);
            }
        }

        //Spawn plants
        foreach (KeyValuePair <string, SowedPlantData> elem in pdata.sowed_plants)
        {
            if (elem.Value.scene == SceneNav.GetCurrentScene())
            {
                Plant.Spawn(elem.Key);
            }
        }

        BlackPanel.Get().Show(true);
        BlackPanel.Get().Hide();
    }
예제 #11
0
        void Update()
        {
            if (TheGame.Get().IsPaused())
            {
                return;
            }

            if (IsDead())
            {
                return;
            }

            if (rider != null)
            {
                PlayerControls      controls  = PlayerControls.Get(rider.player_id);
                PlayerControlsMouse mcontrols = PlayerControlsMouse.Get();
                Vector3             tmove     = Vector3.zero;
                Vector3             cam_move  = TheCamera.Get().GetRotation() * controls.GetMove();
                if (mcontrols.IsJoystickActive())
                {
                    Vector2 joystick = mcontrols.GetJoystickDir();
                    cam_move = TheCamera.Get().GetRotation() * new Vector3(joystick.x, 0f, joystick.y);
                }
                tmove = cam_move * ride_speed;
                if (tmove.magnitude > 0.1f)
                {
                    character.DirectMoveToward(tmove);
                }

                //Character stuck
                if (tmove.magnitude < 0.1f && character.IsStuck())
                {
                    character.Stop();
                }
            }

            //Animations
            if (animator.enabled)
            {
                animator.SetBool("Move", IsMoving());
                animator.SetBool("Run", IsMoving());
            }
        }
예제 #12
0
    public void TakeDamage(int damage)
    {
        if (is_dead)
        {
            return;
        }

        int dam = damage - GetArmor();

        dam = Mathf.Max(dam, 1);

        PlayerData.Get().AddAttributeValue(AttributeType.Health, -dam, GetAttributeMax(AttributeType.Health));

        TheCamera.Get().Shake();
        TheAudio.Get().PlaySFX("character", hit_sound);

        if (onDamaged != null)
        {
            onDamaged.Invoke();
        }
    }
        public void TakeDamage(int damage)
        {
            if (is_dead)
            {
                return;
            }

            if (character.Attributes.GetBonusEffectTotal(BonusType.Invulnerable) > 0.5f)
            {
                return;
            }

            int dam = damage - GetArmor();

            dam = Mathf.Max(dam, 1);

            int invuln = Mathf.RoundToInt(dam * character.Attributes.GetBonusEffectTotal(BonusType.Invulnerable));

            dam = dam - invuln;

            if (dam <= 0)
            {
                return;
            }

            character_attr.AddAttribute(AttributeType.Health, -dam);

            //Durability
            character.Inventory.UpdateAllEquippedItemsDurability(false, -1f);

            character.StopSleep();

            TheCamera.Get().Shake();
            TheAudio.Get().PlaySFX("player", hit_sound);

            if (onDamaged != null)
            {
                onDamaged.Invoke();
            }
        }
예제 #14
0
        void Update()
        {
            Vector3 dir = TheCamera.Get().GetFacingFront();

            transform.rotation = Quaternion.LookRotation(dir, Vector3.up);

            if (manual)
            {
                fill.fillAmount = manual_value;
            }
            else
            {
                timer += Time.deltaTime;
                float value = timer / duration;
                fill.fillAmount = value;

                if (value > 1f)
                {
                    Destroy(gameObject);
                }
            }
        }
예제 #15
0
    void Update()
    {
        if (visible && character != null && select != null)
        {
            float dist = (transform.position - character.transform.position).magnitude;
            if (dist > select.use_range)
            {
                Hide();
            }
        }

        if (visible)
        {
            Vector3 dir = TheCamera.Get().GetFacingFront();
            transform.rotation = Quaternion.LookRotation(dir, Vector3.up);
        }

        if (visible && select == null)
        {
            Hide();
        }
    }
        void Update()
        {
            if (target == null)
            {
                Destroy(gameObject);
                return;
            }

            if (icon_group.activeSelf)
            {
                icon_group.SetActive(false);
            }

            if (!target.IsActive())
            {
                return;
            }

            transform.position = target.transform.position;
            transform.rotation = Quaternion.LookRotation(TheCamera.Get().transform.forward, Vector3.up);

            ItemSlot selected = ItemSlotPanel.GetSelectedSlotInAllPanels();

            if (selected != null && selected.GetItem() != null)
            {
                MAction action = selected.GetItem().FindMergeAction(target);
                foreach (PlayerCharacter player in PlayerCharacter.GetAll())
                {
                    if (player != null && action != null && action.CanDoAction(player, selected, target))
                    {
                        icon.sprite = selected.GetItem().icon;
                        title.text  = action.title;
                        icon_group.SetActive(true);
                    }
                }
            }
        }
예제 #17
0
    void Update()
    {
        Vector3 wPos = InventoryBar.Get().GetSlotWorldPosition(slot_target);

        Vector3 dir   = wPos - transform.position;
        Vector3 tDir  = wPos - start_pos;
        float   mdist = Mathf.Min(fx_speed * Time.deltaTime, dir.magnitude);
        float   scale = dir.magnitude / tDir.magnitude;

        transform.position  += dir.normalized * mdist;
        transform.localScale = start_scale * scale;
        transform.rotation   = Quaternion.LookRotation(TheCamera.Get().transform.forward, Vector3.up);

        if (dir.magnitude < 0.1f)
        {
            Destroy(gameObject);
        }

        timer += Time.deltaTime;
        if (timer > 2f)
        {
            Destroy(gameObject);
        }
    }
예제 #18
0
    void Update()
    {
        transform.position = PlayerControlsMouse.Get().GetPointingPos();
        transform.rotation = Quaternion.LookRotation(TheCamera.Get().transform.forward, Vector3.up);

        ItemSlot   islot   = InventoryBar.Get().GetSelectedSlot();
        ItemSlot   eslot   = EquipBar.Get().GetSelectedSlot();
        ItemSlot   slot    = eslot != null ? eslot : islot;
        Selectable select  = Selectable.GetNearestHover(transform.position);
        MAction    maction = slot != null && slot.GetItem() != null?slot.GetItem().FindMergeAction(select) : null;

        title.enabled = maction != null;
        title.text    = maction != null ? maction.title : "";

        if ((slot != null) != icon_group.activeSelf)
        {
            icon_group.SetActive(slot != null);
        }

        if (slot != null && slot.GetItem())
        {
            icon.sprite = slot.GetItem().icon;
        }
    }
        void FixedUpdate()
        {
            if (TheGame.Get().IsPaused())
            {
                rigid.velocity = Vector3.zero;
                return;
            }

            if (IsDead())
            {
                return;
            }

            PlayerControls      controls  = PlayerControls.Get(player_id);
            PlayerControlsMouse mcontrols = PlayerControlsMouse.Get();
            Vector3             tmove     = Vector3.zero;

            //Update auto move for moving targets
            GameObject auto_move_obj = null;

            if (auto_move_select != null && auto_move_select.type == SelectableType.Interact)
            {
                auto_move_obj = auto_move_select.gameObject;
            }
            if (auto_move_attack != null)
            {
                auto_move_obj = auto_move_attack.gameObject;
            }

            if (auto_move && auto_move_obj != null)
            {
                Vector3 diff = auto_move_obj.transform.position - auto_move_target;
                if (diff.magnitude > 1f)
                {
                    auto_move_target      = auto_move_obj.transform.position;
                    auto_move_target_next = auto_move_obj.transform.position;
                    CalculateNavmesh(); //Recalculate navmesh because target moved
                }
            }

            //Navmesh calculate next path
            if (auto_move && use_navmesh && path_found && path_index < nav_paths.Length)
            {
                auto_move_target_next = nav_paths[path_index];
                Vector3 move_dir_total = auto_move_target_next - transform.position;
                move_dir_total.y = 0f;
                if (move_dir_total.magnitude < 0.2f)
                {
                    path_index++;
                }
            }

            //AUTO Moving (after mouse click)
            auto_move_timer += Time.fixedDeltaTime;
            if (auto_move && auto_move_timer > 0.02f) //auto_move_timer to let the navmesh time to calculate a path
            {
                Vector3 move_dir_total = auto_move_target - transform.position;
                Vector3 move_dir_next  = auto_move_target_next - transform.position;
                Vector3 move_dir       = move_dir_next.normalized * Mathf.Min(move_dir_total.magnitude, 1f);
                move_dir.y = 0f;

                float move_dist = Mathf.Min(GetMoveSpeed(), move_dir.magnitude * 10f);
                tmove = move_dir.normalized * move_dist;
            }
            //Keyboard/gamepad moving
            else if (IsControlsEnabled())
            {
                Vector3 cam_move = TheCamera.Get().GetRotation() * controls.GetMove();
                if (mcontrols.IsJoystickActive() && !character_craft.IsBuildMode())
                {
                    Vector2 joystick = mcontrols.GetJoystickDir();
                    cam_move = TheCamera.Get().GetRotation() * new Vector3(joystick.x, 0f, joystick.y);
                }
                tmove = cam_move * GetMoveSpeed();
            }

            //CancelAction
            if (is_action && can_cancel_action && tmove.magnitude > 0.1f)
            {
                CancelAction();
            }

            //Stop moving if doing action
            if (is_action)
            {
                tmove = Vector3.zero;
            }

            //Check if grounded
            DetectGrounded();

            //Add Falling to the move vector
            if (!is_grounded || IsJumping())
            {
                if (!IsJumping())
                {
                    fall_vect = Vector3.MoveTowards(fall_vect, Vector3.down * fall_speed, fall_gravity * Time.fixedDeltaTime);
                }
                tmove += fall_vect;
            }
            //Add slope angle
            else if (is_grounded)
            {
                tmove = Vector3.ProjectOnPlane(tmove.normalized, ground_normal).normalized *tmove.magnitude;
            }

            //Apply the move calculated previously
            move           = Vector3.Lerp(move, tmove, move_accel * Time.fixedDeltaTime);
            rigid.velocity = move;

            //Calculate Facing
            if (!is_action && IsMoving())
            {
                facing = new Vector3(move.x, 0f, move.z).normalized;
            }

            //Rotate character with right joystick when not in free rotate mode
            bool freerotate = TheCamera.Get().IsFreeRotation();

            if (!is_action && !freerotate && controls.IsGamePad())
            {
                Vector2 look  = controls.GetFreelook();
                Vector3 look3 = TheCamera.Get().GetRotation() * new Vector3(look.x, 0f, look.y);
                if (look3.magnitude > 0.5f)
                {
                    facing = look3.normalized;
                }
            }

            //Apply the facing
            Quaternion targ_rot = Quaternion.LookRotation(facing, Vector3.up);

            rigid.MoveRotation(Quaternion.RotateTowards(rigid.rotation, targ_rot, rotate_speed * Time.fixedDeltaTime));

            //Fronted (need to be done after facing to avoid issues)
            DetectFronted();

            //Check the average traveled movement (allow to check if character is stuck)
            Vector3 last_frame_travel = transform.position - prev_pos;

            move_average = Vector3.MoveTowards(move_average, last_frame_travel, 1f * Time.fixedDeltaTime);
            prev_pos     = transform.position;

            //Stop auto move
            bool stuck_somewhere = move_average.magnitude <0.02f && auto_move_timer> 1f;

            if (stuck_somewhere)
            {
                auto_move = false;
            }

            //Stop the click auto move when moving with keyboard/joystick/gamepad
            if (controls.IsMoving() || mcontrols.IsJoystickActive() || mcontrols.IsDoubleTouch())
            {
                StopAutoMove();
            }
        }
예제 #20
0
        void Update()
        {
            if (building_mode && building_character != null)
            {
                PlayerControls      constrols = PlayerControls.Get(building_character.player_id);
                PlayerControlsMouse mouse     = PlayerControlsMouse.Get();

                if (!position_set)
                {
                    if (constrols.IsGamePad())
                    {
                        //Controller Game Pad building
                        transform.position = building_character.transform.position + building_character.transform.forward * build_distance;
                        transform.rotation = Quaternion.Euler(0f, manual_rotate, 0f) * Quaternion.LookRotation(building_character.GetFacing(), Vector3.up);
                    }
                    else
                    {
                        //Mouse/Touch controls
                        transform.position = mouse.GetPointingPos();
                        transform.rotation = Quaternion.Euler(0f, manual_rotate, 0f) * TheCamera.Get().GetFacingRotation();
                    }

                    //Snap to grid
                    FindAutoPosition();

                    //Show/Hide on mobile
                    if (TheGame.IsMobile())
                    {
                        SetBuildVisible(mouse.IsMouseHold());
                    }
                }

                bool  can_build = CheckIfCanBuild();
                Color color     = can_build ? Color.white : Color.red * 0.9f;
                SetModelColor(new Color(color.r, color.g, color.b, 0.5f), !can_build);
            }

            update_timer += Time.deltaTime;
            if (update_timer > 0.5f)
            {
                update_timer = Random.Range(-0.02f, 0.02f);
                SlowUpdate(); //Optimization
            }
        }
        public bool IsNearCamera(float distance)
        {
            float dist = (transform.position - TheCamera.Get().GetTargetPos()).magnitude;

            return(dist < distance);
        }
        protected override void Update()
        {
            base.Update();

            PlayerCharacter character = GetPlayer();
            int             gold      = (character != null) ? character.Data.gold : 0;

            if (gold_value != null)
            {
                gold_value.text = gold.ToString();
            }

            //Init inventories from here because they are disabled
            foreach (ItemSlotPanel panel in item_slot_panels)
            {
                panel.InitPanel();
            }

            //Fx visibility
            damage_fx_timer += Time.deltaTime;

            if (build_mode_text != null)
            {
                build_mode_text.enabled = IsBuildMode();
            }

            if (tps_cursor != null)
            {
                tps_cursor.enabled = TheCamera.Get().IsLocked();
            }

            if (character != null && !character.IsDead() && character.Attributes.IsDepletingHP())
            {
                DoDamageFXInterval();
            }

            //Cold FX
            if (character != null && !character.IsDead())
            {
                PlayerCharacterHeat characterHeat = PlayerCharacterHeat.Get(character.player_id);
                if (cold_fx != null && characterHeat != null)
                {
                    cold_fx.SetVisible(characterHeat.IsCold());
                }
                if (damage_fx != null && characterHeat != null && characterHeat.IsColdDamage())
                {
                    DoDamageFXInterval();
                }
            }

            //Controls
            PlayerControls controls = PlayerControls.Get(player_id);

            if (controls.IsPressCraft())
            {
                CraftPanel.Get(player_id)?.Toggle();
                ActionSelectorUI.Get(player_id)?.Hide();
                ActionSelector.Get(player_id)?.Hide();
            }

            //Backpack panel
            BagPanel bag_panel = BagPanel.Get(player_id);

            if (character != null && bag_panel != null)
            {
                InventoryItemData item  = character.Inventory.GetBestEquippedBag();
                ItemData          idata = ItemData.Get(item?.item_id);
                if (idata != null)
                {
                    bag_panel.ShowBag(character, item.uid, idata.bag_size);
                }
                else
                {
                    bag_panel.HideBag();
                }
            }
        }
예제 #23
0
    void FixedUpdate()//프레임과 상관없이 일정 시간의 지나면 실행됨 update보다 자주 실행됨, 물리적 구현 사용
    {
        if (TheGame.Get().IsPaused())
        {
            rigid.velocity = Vector3.zero;
            return;
        }

        if (is_dead)
        {
            return;
        }


        //죽지 않으면 실행되는 구현
        PlayerControls      controls  = PlayerControls.Get();
        PlayerControlsMouse mcontrols = PlayerControlsMouse.Get();
        Vector3             tmove     = Vector3.zero;

        //Navmesh
        if (auto_move && use_navmesh && path_found && path_index < nav_paths.Length)
        {
            auto_move_target_next = nav_paths[path_index];
            Vector3 move_dir_total = auto_move_target_next - transform.position;
            move_dir_total.y = 0f;
            if (move_dir_total.magnitude < 0.2f)
            {
                path_index++;
            }
        }

        //Moving
        auto_move_timer += Time.fixedDeltaTime;
        if (auto_move && auto_move_timer > 0.02f)
        {
            if (!use_navmesh || !calculating_path)
            {
                Vector3 move_dir_total = auto_move_target - transform.position;
                Vector3 move_dir_next  = auto_move_target_next - transform.position;
                Vector3 move_dir       = move_dir_next.normalized * Mathf.Min(move_dir_total.magnitude, 1f);
                move_dir.y = 0f;

                float move_dist = Mathf.Min(move_speed * move_speed_mult, move_dir.magnitude * 10f);
                tmove = move_dir.normalized * move_dist;
            }
        }
        else
        {
            Vector3 cam_move = TheCamera.Get().GetRotation() * controls.GetMove();
            if (mcontrols.IsJoystickActive())
            {
                Vector2 joystick = mcontrols.GetJoystickDir();
                cam_move = TheCamera.Get().GetRotation() * new Vector3(joystick.x, 0f, joystick.y);
            }
            tmove = cam_move * move_speed * move_speed_mult;
        }

        if (is_action)
        {
            tmove = Vector3.zero;
        }

        DetectGrounded();

        //Falling
        if (!is_grounded)
        {
            tmove += Vector3.down * fall_speed;
        }

        //Do move
        move           = Vector3.Lerp(move, tmove, move_accel * Time.fixedDeltaTime);
        rigid.velocity = move;

        //Facing
        if (!is_action && IsMoving())
        {
            facing = new Vector3(move.x, 0f, move.z).normalized;
        }

        Quaternion targ_rot = Quaternion.LookRotation(facing, Vector3.up);

        rigid.MoveRotation(Quaternion.RotateTowards(rigid.rotation, targ_rot, rotate_speed * Time.fixedDeltaTime));

        //Fronted
        DetectFronted();

        //Traveled calcul
        Vector3 last_frame_travel = transform.position - prev_pos;

        move_average = Vector3.MoveTowards(move_average, last_frame_travel, 1f * Time.fixedDeltaTime);
        prev_pos     = transform.position;

        //Stop auto move
        bool stuck_somewhere = (move_average.magnitude < 0.02f) && (auto_move_timer > 1f);

        if (stuck_somewhere)
        {
            StopMove();
        }

        if (controls.IsMoving() || mcontrols.IsJoystickActive())
        {
            StopAction();
        }
    }