Mini-Games-Game/Assets/Scripts/Movement.cs
Santi 8454afe508 Catch: Added bombs to the game, lowered time, fixed double point error.
Movement: Fixed player moving faster when moving diagonally
2024-06-28 13:23:30 +01:00

81 lines
2.5 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Movement : MonoBehaviour
{
public float speed = 5.0f;
public float turnSpeed;
public float sprintSpeed = 10.0f;
public float jumpForce;
public float gravity = 9.8f;
public PickUpObject throwForce;
private CharacterController controller;
private Vector3 moveDirection = Vector3.zero;
[Header("Keybinds")]
public KeyCode forwardsKey = KeyCode.W;
public KeyCode backwardsKey = KeyCode.S;
public KeyCode leftKey = KeyCode.A;
public KeyCode rightKey = KeyCode.D;
public KeyCode sprintKey = KeyCode.LeftShift;
public KeyCode jumpKey = KeyCode.Space;
public bool hammer = false;
void Start()
{
controller = GetComponent<CharacterController>();
}
void Update()
{
float forwards = Convert.ToSingle(Input.GetKey(forwardsKey));
float backwards = Convert.ToSingle(Input.GetKey(backwardsKey));
float left = Convert.ToSingle(Input.GetKey(leftKey));
float right = Convert.ToSingle(Input.GetKey(rightKey));
if (controller.isGrounded && !hammer)
{
moveDirection = new Vector3(right - left, 0, forwards - backwards);
//* Change the direction the player is facing based on the direction they are moving
if (right - left != 0 || forwards - backwards != 0)
{
Quaternion ToRotation = Quaternion.LookRotation(moveDirection);
throwForce.throwForce = 8.5f;
transform.rotation = Quaternion.RotateTowards(transform.rotation, ToRotation, turnSpeed * Time.deltaTime);
}
else
{
throwForce.throwForce = 4.0f;
}
moveDirection *= speed;
jumpForce = 2.5f;
if (Input.GetKeyDown(jumpKey))
{
moveDirection.y = jumpForce;
}
//If player is moving diagonally, reduce speed
if (forwards != 0 && right != 0 || forwards != 0 && left != 0 || backwards != 0 && right != 0 || backwards != 0 && left != 0)
{
moveDirection *= 0.7f;
}
else
{
moveDirection *= 1.0f;
}
}
if(hammer)
{
moveDirection = Vector3.zero;
}
moveDirection.y -= gravity * Time.deltaTime;
controller.Move(moveDirection * Time.deltaTime);
}
}