Created
April 8, 2019 23:27
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class playerControls : MonoBehaviour | |
{ | |
public gunShooting _gunShooting; // class reference to gunShooting script connected to player | |
public float moveSpeed, jumpHeight; //player move speed and height of jumps | |
public bool isGrounded, canJump;//is player grounded and can he jump currently | |
public float zMovement, xMovement;//current input on Z and X axis | |
public bool isPlatformer;//is the game in platform mode | |
public Rigidbody _rb; | |
// Start is called before the first frame update | |
void Start() | |
{ | |
_rb = this.GetComponent<Rigidbody>();//set the rigidbody to this players | |
} | |
// Update is called once per frame | |
void Update() | |
{ | |
getInputs();//call getInputs function to detect inputs for movement | |
removeInputs();//reset movement back to zero unless holding keys down | |
if(Input.GetMouseButtonDown(0))//if player left clicks mouse shoot a bullet | |
{ | |
_gunShooting.Shoot();//call Shoot function/methos in _gunShooting reference | |
} | |
} | |
private void FixedUpdate() | |
{ | |
_rb.AddForce(new Vector3(xMovement*moveSpeed,0,zMovement*moveSpeed),ForceMode.Force );//apply force to player based of x*Z input variables | |
} | |
public void getInputs() | |
{ | |
if(isPlatformer == false) | |
{ | |
if (Input.GetKey(KeyCode.W))//get if players holding down W | |
{ | |
//Debug.Log("Player moving up"); | |
zMovement = 1; | |
} | |
else if (Input.GetKey(KeyCode.S))//get if players holding down S | |
{ | |
//Debug.Log("Player moving down"); | |
zMovement = -1; | |
} | |
} | |
if (Input.GetKey(KeyCode.A))//get if players holding down A | |
{ | |
//Debug.Log("Player moving left"); | |
xMovement = -1; | |
} | |
else if (Input.GetKey(KeyCode.D))//get if players holding down D | |
{ | |
//Debug.Log("Player moving right"); | |
xMovement = 1; | |
} | |
} | |
public void removeInputs() | |
{ | |
if(isPlatformer == false) | |
{ | |
if (Input.GetKeyUp(KeyCode.W))//get if players let go of W | |
{ | |
//Debug.Log("Player moving up"); | |
zMovement = 0; | |
} | |
else if (Input.GetKeyUp(KeyCode.S))//get if players let go of S | |
{ | |
//Debug.Log("Player moving down"); | |
zMovement = 0; | |
} | |
} | |
if (Input.GetKeyUp(KeyCode.A))//get if players let go of A | |
{ | |
//Debug.Log("Player moving left"); | |
xMovement = 0; | |
} | |
else if (Input.GetKeyUp(KeyCode.D))//get if players let go of D | |
{ | |
//Debug.Log("Player moving right"); | |
xMovement = 0; | |
} | |
} | |
} |
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