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Question by
Puckle33 · Apr 19, 2018 at 08:22 PM ·
3rd person controllerrelative movement
How do I edit this to make my character move based on the Camera Axis instead of World Axis?
Character Script:
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class testscript : MonoBehaviour {
public float speed = 6.0F;
public float jumpSpeed = 8.0F;
public float gravity = 20.0F;
private Vector3 moveDirection = Vector3.zero;
private CharacterController controller;
private void Awake()
{
controller = GetComponent<CharacterController>();
}
void Update()
{
if (controller.isGrounded)
{
moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
Quaternion rotation = Quaternion.LookRotation(moveDirection, Vector3.up);
if (moveDirection != Vector3.zero)
transform.rotation = rotation;
moveDirection *= speed;
if (Input.GetButton("Jump"))
{
moveDirection.y = jumpSpeed;
}
Debug.DrawLine(transform.position, moveDirection);
}
moveDirection.y -= gravity * Time.deltaTime;
controller.Move(moveDirection * Time.deltaTime);
}
}
Camera Script:
using UnityEngine; using System.Collections;
[AddComponentMenu("Camera-Control/Mouse Orbit with zoom")] public class MouseOrbitImproved : MonoBehaviour {
public Transform target;
public float distance = 5.0f;
public float xSpeed = 120.0f;
public float ySpeed = 120.0f;
public float yMinLimit = -20f;
public float yMaxLimit = 80f;
public float distanceMin = .5f;
public float distanceMax = 15f;
private Rigidbody rigidbody;
float x = 0.0f;
float y = 0.0f;
// Use this for initialization
void Start ()
{
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
rigidbody = GetComponent<Rigidbody>();
// Make the rigid body not change rotation
if (rigidbody != null)
{
rigidbody.freezeRotation = true;
}
}
void LateUpdate ()
{
if (target)
{
x += Input.GetAxis("Mouse X") * xSpeed * distance * 0.02f;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
y = ClampAngle(y, yMinLimit, yMaxLimit);
Quaternion rotation = Quaternion.Euler(y, x, 0);
distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel")*5, distanceMin, distanceMax);
RaycastHit hit;
if (Physics.Linecast (target.position, transform.position, out hit))
{
distance -= hit.distance;
}
Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * negDistance + target.position;
transform.rotation = rotation;
transform.position = position;
}
}
public static float ClampAngle(float angle, float min, float max)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp(angle, min, max);
}
}
Comment
I am very new to coding please explain like I am five years old :c.