// Update is called once per frame void Update() { //Calc Movement Velocity float _xMov = Input.GetAxisRaw("Horizontal"); float _zMov = Input.GetAxisRaw("Vertical"); Vector3 _moveHorizontal = transform.right * _xMov; Vector3 _moveVertical = transform.forward * _zMov; Vector3 _velocity = (_moveHorizontal + _moveVertical).normalized * speed; //Apply Movement Velocity motor.Move(_velocity); //Calculate Rotation float _yRot = Input.GetAxisRaw("Mouse X"); Vector3 _rotation = new Vector3(0f, _yRot, 0f) * lookSens; //Apply Rotation motor.Rotate(_rotation); //Calculate Camera Rotation float _xRot = Input.GetAxisRaw("Mouse Y"); float _cameraRotationX = _xRot * lookSens; //Apply Camera Rotation motor.RotateCamera(_cameraRotationX); //Unlock Cursor if (Input.GetButton("Escape")) { Screen.lockCursor = false; } //Adding a jumping jet pack Vector3 _jetpackForce = Vector3.zero; //Play jetpack sound when press the jump button if (Input.GetButtonDown("Jump") && (bs.hasJetpack)) { jetPack.Play(); Debug.Log("Play JetPack Sound"); } //TEST MODE=========================================== if (Input.GetButtonDown("Jump") && (bs.hasJetpack == true)) //if(Input.GetButtonDown("Jump")) { _jetpackForce = Vector3.up * jetpackForce; Debug.Log("jumping"); //Apply Jetpack Force motor.ApplyJetpackForce(_jetpackForce); Debug.Log("trying to jump with jetpack" + _jetpackForce); speed = 1f; } else if (Input.GetButtonUp("Jump")) { _jetpackForce = Vector3.zero; motor.ApplyGravity(); speed = 1f; //Stop playing jetpack SFX when release the jump button jetPack.Stop(); Debug.Log("Stop playing JetPack Sound"); Debug.Log("trying to come down with gravity" + _jetpackForce); } speed = 5f; //Adding A JUMP AND TEST CODE if (Input.GetButtonDown("Jump") && (bs.hasJetpack == false)) { Debug.Log("hit jump button"); // isFlying = true; //float consy = 10f; //Vector3 _posone = transform.right * consy; //Vector3 _postwo = transform.forward * consy; //Vector3 _velo = (_posone + _postwo).normalized * speed; motor.AddJumpForce(_rotation); //rb.MovePosition(transform.position + velocity * Time.fixedDeltaTime) //Apply Movement Velocity //motor.Move(_velocity); //motor.ChangeViewToFly(); //add constant forward motion //motor.Move(new Vector3(5, 0, 0)); // Debug.Log("changed to flying view"); //} //else //{ // isFlying = false; // motor.ChangeViewToRun(); // Debug.Log("changed to running view"); //} // The center of the arc //Vector3 center = (cam.position + sunset.position) * 0.5F; //// move the center a bit downwards to make the arc vertical //center -= new Vector3(0, 1, 0); //// Interpolate over the arc relative to center //Vector3 riseRelCenter = sunrise.position - center; //Vector3 setRelCenter = sunset.position - center; //// The fraction of the animation that has happened so far is //// equal to the elapsed time divided by the desired time for //// the total journey. //float fracComplete = (Time.time - startTime) / journeyTime; //transform.position = Vector3.Slerp(riseRelCenter, setRelCenter, fracComplete); //transform.position += center; } if (Input.GetButtonDown("Fly")) { motor.ChangeViewToFly(); } }