Created
February 6, 2017 06:54
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Source Code for frontStyle movement
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using UnityEngine; | |
using System.Collections; | |
public class Player : MonoBehaviour { | |
public GameStateManager gameStateManager; | |
public float playerSpd, fwdSpd, sidSpd, jumpHeight; | |
public bool isGrounded; | |
public Rigidbody rb; | |
// Use this for initialization | |
void Awake () { | |
rb = this.GetComponent<Rigidbody>(); | |
} | |
// Update is called once per frame | |
void Update () { | |
if(gameStateManager.gameState == GameStateManager.GameState.OnePlayer) | |
{ | |
GetMovementInputs(); | |
} | |
} | |
void FixedUpdate() | |
{ | |
if (gameStateManager.gameState == GameStateManager.GameState.OnePlayer) | |
{ | |
ApplyMovementInput(); | |
} | |
} | |
public void GetMovementInputs() | |
{ | |
fwdSpd = 0; | |
sidSpd = 0; | |
//foward and back(z axis) | |
if(Input.GetKey(KeyCode.W)) | |
{ | |
fwdSpd += playerSpd; | |
} | |
else if (Input.GetKey(KeyCode.S)) | |
{ | |
fwdSpd -= playerSpd; | |
} | |
//horizontal | |
if (Input.GetKey(KeyCode.D)) | |
{ | |
sidSpd += playerSpd; | |
} | |
else if (Input.GetKey(KeyCode.A)) | |
{ | |
sidSpd -= playerSpd; | |
} | |
if (Input.GetKeyDown(KeyCode.Space) && isGrounded == true) | |
{ | |
rb.AddForce(0, jumpHeight, 0, ForceMode.Impulse); | |
} | |
} | |
public void ApplyMovementInput() | |
{ | |
rb.AddForce(new Vector3(sidSpd, 0, fwdSpd), ForceMode.Force); | |
} | |
public void OnCollisionEnter(Collision col) | |
{ | |
if(col.gameObject.tag == "ground") | |
{ | |
isGrounded = true; | |
} | |
if (col.gameObject.tag == "Respawn") | |
{ | |
PlayerRespawn(); | |
} | |
} | |
public void OnCollisionExit(Collision col) | |
{ | |
if (col.gameObject.tag == "ground") | |
{ | |
isGrounded = false; | |
} | |
} | |
public void PlayerRespawn() | |
{ | |
Vector3 initPos = gameStateManager.initSpawnPos; | |
this.transform.position = new Vector3(initPos.x, initPos.y, this.transform.position.z); | |
} | |
} |
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