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