Feature: Enemy collision detection, and customisable keybinds

Added:
- Enemy collision detection
- Customisable movement keybinds
- Simplified movement code
This commit is contained in:
Arlo Filley 2024-04-30 17:14:05 +01:00
parent cdc25bd8b1
commit 4e9e988034
6 changed files with 71 additions and 151 deletions

View File

@ -56,5 +56,5 @@
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} }

View File

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@ -0,0 +1,52 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
[Header("Keybinds")]
public KeyCode forwardKey = KeyCode.W;
public KeyCode backwardKey = KeyCode.S;
public KeyCode leftKey = KeyCode.A;
public KeyCode rightKey = KeyCode.D;
[Header("Speed")]
public float speed = 5;
[Header("Player Object")]
public Vector3 moveDirection;
public Rigidbody rb;
void Start()
{
rb = GetComponent<Rigidbody>();
rb.freezeRotation = true;
}
void Update()
{
moveDirection = PlayerInput();
rb.velocity = moveDirection.normalized * speed;
}
Vector3 PlayerInput()
{
float forward = Convert.ToSingle(Input.GetKey(forwardKey));
float backward = Convert.ToSingle(Input.GetKey(backwardKey));
float right = Convert.ToSingle(Input.GetKey(rightKey));
float left = Convert.ToSingle(Input.GetKey(leftKey));
return new Vector3(right - left, 0, forward - backward);
}
void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.name == "Enemy")
{
Debug.Log("OWIE");
}
}
}

View File

@ -1,44 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[Header("Speed")]
public float acceleration;
public float maxSpeed;
[Header("Movement")]
public float horizontalInput;
public float verticalInput;
public Vector3 moveDirection;
public Rigidbody rb;
public float drag;
public Transform orientation;
public Vector3 speed;
void Start()
{
rb = GetComponent<Rigidbody>();
rb.freezeRotation = true;
rb.drag = drag;
speed = new Vector3(0f, 0f, 0f);
}
void Update()
{
horizontalInput = Input.GetAxisRaw("Horizontal");
verticalInput = Input.GetAxisRaw("Vertical");
moveDirection = orientation.forward * verticalInput + orientation.up * 0 + orientation.right * horizontalInput;
moveDirection = moveDirection.normalized * acceleration;
rb.AddForce(moveDirection);
if (rb.velocity.magnitude > maxSpeed)
{
rb.velocity = rb.velocity.normalized * maxSpeed;
}
// rb.velocity.Set(Vector3.ClampMagnitude(moveDirection, maxSpeed));
speed.Set(rb.velocity.x, rb.velocity.magnitude, rb.velocity.y);
}
}

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