Glorbo
Glorbo
Russian Federation
Glorbo:steamthumbsup:
Glorbo:steamthumbsup:
Currently Offline
Recent Activity
11.8 hrs on record
last played on 2 May
3.5 hrs on record
last played on 1 May
90 hrs on record
last played on 1 May
500 XP
Glorbo 15 Apr @ 6:17am 
Glorbo:steamthumbsup:
GoT_hol 21 Jan @ 6:47am 
public class SC_TPSController : MonoBehaviour
{
public float speed = 7.5f;
public float jumpSpeed = 8.0f;
public float gravity = 20.0f;
public Transform playerCameraParent;
public float lookSpeed = 2.0f;
public float lookXLimit = 60.0f;

CharacterController characterController;
Vector3 moveDirection = Vector3.zero;
Vector2 rotation = Vector2.zero;

[HideInInspector]
public bool canMove = true;

void Start()
{
characterController = GetComponent<CharacterController>();
rotation.y = transform.eulerAngles.y;
}
GoT_hol 21 Jan @ 6:46am 
void Update()
{
if (characterController.isGrounded)
{
// We are grounded, so recalculate move direction based on axes
Vector3 forward = transform.TransformDirection(Vector3.forward);
Vector3 right = transform.TransformDirection(Vector3.right);
float curSpeedX = canMove ? speed * Input.GetAxis("Vertical") : 0;
float curSpeedY = canMove ? speed * Input.GetAxis("Horizontal") : 0;
moveDirection = (forward * curSpeedX) + (right * curSpeedY);
GoT_hol 21 Jan @ 6:46am 
if (Input.GetButton("Jump") && canMove)
{
moveDirection.y = jumpSpeed;
}
}

// Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below
// when the moveDirection is multiplied by deltaTime). This is because gravity should be applied
// as an acceleration (ms^-2)
moveDirection.y -= gravity * Time.deltaTime;

// Move the controller
characterController.Move(moveDirection * Time.deltaTime);

// Player and Camera rotation
if (canMove)
{
rotation.y += Input.GetAxis("Mouse X") * lookSpeed;
rotation.x += -Input.GetAxis("Mouse Y") * lookSpeed;
rotation.x = Mathf.Clamp(rotation.x, -lookXLimit, lookXLimit);
playerCameraParent.localRotation = Quaternion.Euler(rotation.x, 0, 0);
transform.eulerAngles = new Vector2(0, rotation.y);
}
}
}
GoT_hol 21 Jan @ 6:40am 
public Transform referenceTransform;
public float collisionOffset = 0.3f; //To prevent Camera from clipping through Objects
public float cameraSpeed = 15f; //How fast the Camera should snap into position if there are no obstacles

Vector3 defaultPos;
Vector3 directionNormalized;
Transform parentTransform;
float defaultDistance;

// Start is called before the first frame update
void Start()
{
defaultPos = transform.localPosition;
directionNormalized = defaultPos.normalized;
parentTransform = transform.parent;
defaultDistance = Vector3.Distance(defaultPos, Vector3.zero);

//Lock cursor
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
GoT_hol 21 Jan @ 6:40am 
// LateUpdate is called after Update
void LateUpdate()
{
Vector3 currentPos = defaultPos;
RaycastHit hit;
Vector3 dirTmp = parentTransform.TransformPoint(defaultPos) - referenceTransform.position;
if (Physics.SphereCast(referenceTransform.position, collisionOffset, dirTmp, out hit, defaultDistance))
{
currentPos = (directionNormalized * (hit.distance - collisionOffset));

transform.localPosition = currentPos;
}
else
{
transform.localPosition = Vector3.Lerp(transform.localPosition, currentPos, Time.deltaTime * cameraSpeed);
}
}
}