// Update is called once per frame void Update() { if (lookTarget.position.z < transform.position.z) { initialText.SetActive(false); hiddenObjects.SetActive(true); } if (Input.GetKey(KeyCode.Mouse1)) { moveSpeed = 5; } else { moveSpeed = 2; } movement = new Vector3(0, 0, 1); if (Input.GetKey(KeyCode.Mouse0)) { rb.MovePosition(followTarget.position + movement * moveSpeed * Time.fixedDeltaTime); } eyes.DetectInteractables(range, interactable, maxTargets, lookTarget); }
void Update() { //Movement checks _controller.CalculateDirection(); _controller.SetRotation(); //PlayerController Input _controller.ReadInput(); _controller.CheckGroundStatus(); _controller.CheckForTurns(); //set animations _playerAnim.SetBool("IsWalking", _controller.isWalking); _playerAnim.SetBool("Running", _controller.isRunning); _playerAnim.SetBool("Stopping", _controller.isStopping); _playerAnim.SetBool("Moving", _controller.isMoving); _playerAnim.SetBool("IsSliding", _controller.isSliding); _playerAnim.SetBool("IsDodging", _controller.isDodging); _playerAnim.SetBool("IsTurning", _controller.isTurning); _playerAnim.SetBool("HasDodged", _controller.hasDodged); _playerAnim.SetFloat("WalkVelX", _controller.walkVelocity.x); _playerAnim.SetFloat("WalkVelY", _controller.walkVelocity.y); //Interactable detection _eyes.DetectInteractables(_interactDistance, _outerInteractDistance, _interactables, _maxtargets); Vector2 mouseScreenPosition = Input.mousePosition; Ray ray = _viewCamera.ScreenPointToRay(mouseScreenPosition); RaycastHit hit; if (Input.GetMouseButtonDown(0)) { _controller.CreateRay(); } if (_controller.isLockedOn) { if (_controller.target != null) { _gunController.Aim(_controller.target.transform.position); } else { _controller.isLockedOn = false; } } if (Physics.Raycast(ray, out hit, _maxRayDistance, _layerMask)) { _point = hit.point; _crosshair.DetectTargets(ray); } else { _point = ray.origin + ray.direction * _maxRayDistance; } Debug.DrawLine(ray.origin, _point, Color.red); _crosshair.transform.position = _point; if ((new Vector3(_point.x, _point.z) - new Vector3(transform.position.x, transform.position.z)).sqrMagnitude > .2f && !_controller.isLockedOn) { _gunController.Aim(_point); } //Weapon if (Input.GetKey(KeyCode.F)) { _gunController.EquipGun(startingGun); } if (!_gunController.isReloading && Input.GetKeyDown(KeyCode.R)) { _gunController.Reload(); } if (Input.GetKey(KeyCode.LeftShift)) { _gunController.recoilStrength = 4; } else { _gunController.recoilStrength = _gunController.maxRecoil; } if (Input.GetMouseButton(0)) { _gunController.OnTriggerHold(); } if (Input.GetMouseButtonUp(0)) { _gunController.OnTriggerRelease(); } //Running if (_controller.forwardVelocity == 0) { _controller.isMoving = false; _controller.isStopping = false; _controller.isRunning = false; } else { _controller.isMoving = true; } if (_controller.forwardVelocity <= (_controller.maxSpeed * .5f) && _controller.isRunning) { _controller.isRunning = false; _controller.isStopping = true; } //Sliding if (_controller.isSliding) { _controller.Slide(); } //Dodging if (_controller.isDodging) { _controller.Dodge(); } }