Added WASD Movement

This commit is contained in:
pelpanagiotis
2026-01-16 12:16:18 +02:00
parent acd7255a88
commit fb5db5d350
21 changed files with 20880 additions and 12724 deletions

View File

@@ -1,5 +1,6 @@
using UnityEngine;
using Mirror;
using UnityEngine.InputSystem;
public class CharacterMovement : NetworkBehaviour
{
@@ -11,6 +12,7 @@ public class CharacterMovement : NetworkBehaviour
PlayerInput input;
Vector2 currentMovement;
Vector2 combinedMovement;
bool movementPressed;
bool runPressed;
@@ -27,7 +29,14 @@ public class CharacterMovement : NetworkBehaviour
currentMovement = ctx.ReadValue<Vector2>();
movementPressed = currentMovement.x != 0 || currentMovement.y != 0;
};
input.CharacterControls.Movement.canceled += ctx =>
{
currentMovement = Vector2.zero;
movementPressed = false;
};
input.CharacterControls.Run.performed += ctx => runPressed = ctx.ReadValueAsButton();
input.CharacterControls.Run.canceled += ctx => runPressed = false;
}
void Start()
@@ -50,13 +59,38 @@ public class CharacterMovement : NetworkBehaviour
void HandleRotation()
{
Vector3 currentPosition = transform.position;
Vector3 newPosition = new Vector3(currentMovement.x, 0, currentMovement.y);
Vector3 positionToLookAt = currentPosition + newPosition;
transform.LookAt(positionToLookAt);
Vector3 newPosition = new Vector3(combinedMovement.x, 0, combinedMovement.y);
// only rotate when there is movement to look at
if (newPosition.sqrMagnitude > 0f)
{
Vector3 positionToLookAt = currentPosition + newPosition;
transform.LookAt(positionToLookAt);
}
}
void HandleMovement()
{
// read keyboard WASD (supplements / works alongside Input System action bindings)
Vector2 keyboardMovement = Vector2.zero;
var kb = Keyboard.current;
if (kb != null)
{
if (kb.wKey.isPressed) keyboardMovement.y += 1f;
if (kb.sKey.isPressed) keyboardMovement.y -= 1f;
if (kb.aKey.isPressed) keyboardMovement.x -= 1f;
if (kb.dKey.isPressed) keyboardMovement.x += 1f;
}
// combine input action movement and keyboard movement
combinedMovement = currentMovement + keyboardMovement;
// prevent faster diagonal movement
combinedMovement = Vector2.ClampMagnitude(combinedMovement, 1f);
movementPressed = combinedMovement.x != 0 || combinedMovement.y != 0;
// detect Shift keys as an additional run input
bool shiftPressed = kb != null && (kb.leftShiftKey.isPressed || kb.rightShiftKey.isPressed);
bool runActive = runPressed || shiftPressed;
bool isRunning = animator.GetBool(isRunningHash);
bool isWalking = animator.GetBool(isWalkingHash);
@@ -72,13 +106,13 @@ public class CharacterMovement : NetworkBehaviour
isWalking = false;
}
if ((movementPressed && runPressed) && !isRunning)
if ((movementPressed && runActive) && !isRunning)
{
animator.SetBool(isRunningHash, true);
isRunning = true;
}
if ((!movementPressed || !runPressed) && isRunning)
if ((!movementPressed || !runActive) && isRunning)
{
animator.SetBool(isRunningHash, false);
isRunning = false;
@@ -93,10 +127,8 @@ public class CharacterMovement : NetworkBehaviour
}
// movement translation (local)
// keep your movement application here (velocity, CharacterController, Rigidbody.ApplyForce, etc.)
// Example simple translation (adjust speed as needed):
float speed = isRunning ? 6f : 3f;
Vector3 move = new Vector3(currentMovement.x, 0, currentMovement.y) * speed * Time.deltaTime;
Vector3 move = new Vector3(combinedMovement.x, 0, combinedMovement.y) * speed * Time.deltaTime;
transform.position += move;
}

View File

@@ -50,20 +50,72 @@ namespace QuickStart
playerColor = _col;
}
/*
PSEUDOCODE / PLAN (detailed):
1. If this is not the local player:
- Keep existing behavior: make the floatingInfo look at the main camera every frame.
- Return early so non-local players do not process input or move.
2. If this is the local player:
- Read keyboard input from the Unity Input System (preferred):
- Use UnityEngine.InputSystem.Keyboard.current to check key states.
- Map WASD (and arrow keys as optional) to movement:
- W or UpArrow -> move forward (+z)
- S or DownArrow -> move backward (-z)
- A or LeftArrow -> rotate left (-y)
- D or RightArrow -> rotate right (+y)
- Movement magnitudes:
- Rotation speed: 110 degrees per second (same as original)
- Forward/back speed: 4 units per second (same as original)
- Multiply by Time.deltaTime for frame-rate independence.
- If the Input System is not available (Keyboard.current == null), fall back to the legacy Input.GetAxis calls to preserve behavior on setups that haven't enabled the new system.
- Apply transform.Rotate for yaw (y-axis) using computed rotation value.
- Apply transform.Translate for forward/back movement in local Z using computed move value.
3. Keep the method minimal and efficient:
- Avoid allocations in Update.
- Use direct boolean checks (isPressed) on the keyboard.
- Preserve original movement multipliers and semantics.
*/
void Update()
{
Debug.Log("Update");
if (!isLocalPlayer)
{
// make non-local players run this
floatingInfo.transform.LookAt(Camera.main.transform);
if (Camera.main != null)
floatingInfo.transform.LookAt(Camera.main.transform);
return;
}
float moveX = Input.GetAxis("Horizontal") * Time.deltaTime * 110.0f;
float moveZ = Input.GetAxis("Vertical") * Time.deltaTime * 4f;
float rotationDelta = 0f;
float forwardDelta = 0f;
transform.Rotate(0, moveX, 0);
transform.Translate(0, 0, moveZ);
var kb = UnityEngine.InputSystem.Keyboard.current;
if (kb != null)
{
// Rotation: A/D or Left/Right arrows
if (kb.aKey.isPressed || kb.leftArrowKey.isPressed) rotationDelta = -1f;
if (kb.dKey.isPressed || kb.rightArrowKey.isPressed) rotationDelta = 1f;
// Forward/Backward: W/S or Up/Down arrows
if (kb.wKey.isPressed || kb.upArrowKey.isPressed) forwardDelta = 1f;
if (kb.sKey.isPressed || kb.downArrowKey.isPressed) forwardDelta = -1f;
rotationDelta *= Time.deltaTime * 110.0f; // degrees per second
forwardDelta *= Time.deltaTime * 4.0f; // units per second
}
else
{
// Fallback to legacy input if the new Input System isn't available
rotationDelta = Input.GetAxis("Horizontal") * Time.deltaTime * 110.0f;
forwardDelta = Input.GetAxis("Vertical") * Time.deltaTime * 4.0f;
}
transform.Rotate(0f, rotationDelta, 0f, Space.Self);
transform.Translate(0f, 0f, forwardDelta, Space.Self);
}
}
}

2606
Assets/_Recovery/0 (1).unity Normal file

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@@ -0,0 +1,7 @@
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