Question by
$$anonymous$$ · Jul 03, 2017 at 07:08 AM ·
scripting problemmovement
Preventing smooth turning depending on input angle?
I want my character to turn before moving if pressing the opposite direction, like this: http://i.imgur.com/TK5SX0K.gifv But in my project, the character will continue to move as he's turning in the direction he's facing, like this: http://i.imgur.com/v61Sr3j.gifv
This is what it looks like in-game: https://gfycat.com/ElaborateDangerousArgusfish I'm not really sure what to do and I've tried messing with it with no success. :(
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour {
public float walkSpeed = 2;
public float runSpeed = 6;
public float gravity = -12;
public float JumpHeight = 1;
[Range(0,1)]
public float airControlPercent;
public float turnSmoothTime = 0.2f;
float turnSmoothVelocity;
public float speedSmoothTime = 0.1f;
float speedSmoothVelocity;
float currentSpeed;
float velocityY;
Animator animator;
Transform cameraT;
CharacterController controller;
void Start () {
animator = GetComponent<Animator> ();
cameraT = Camera.main.transform;
controller = GetComponent<CharacterController> ();
}
void Update () {
// input
Vector2 input = new Vector2 (Input.GetAxisRaw ("Horizontal"), Input.GetAxisRaw ("Vertical"));
Vector2 inputDir = input.normalized;
bool running = Input.GetKey (KeyCode.LeftShift) || Input.GetKey(KeyCode.Joystick1Button7);
Move (inputDir, running);
if (Input.GetKeyDown (KeyCode.Space) || Input.GetKeyDown (KeyCode.Joystick1Button1)) {
Jump ();
}
// animator
float animationSpeedPercent = ((running) ? currentSpeed / runSpeed : currentSpeed / walkSpeed * .5f);
animator.SetFloat ("speedPercent", animationSpeedPercent, speedSmoothTime, Time.deltaTime);
}
void Move (Vector2 inputDir, bool running) {
if (inputDir != Vector2.zero) {
float targetRotation = Mathf.Atan2 (inputDir.x, inputDir.y) * Mathf.Rad2Deg + cameraT.eulerAngles.y;
transform.eulerAngles = Vector3.up * Mathf.SmoothDampAngle(transform.eulerAngles.y, targetRotation, ref turnSmoothVelocity, GetModifiedSmoothTime (turnSmoothTime));
}
float targetSpeed = ((running) ? runSpeed : walkSpeed) * inputDir.magnitude;
currentSpeed = Mathf.SmoothDamp (currentSpeed, targetSpeed, ref speedSmoothVelocity, GetModifiedSmoothTime (speedSmoothTime));
velocityY += Time.deltaTime * gravity;
Vector3 velocity = transform.forward * currentSpeed + Vector3.up * velocityY;
controller.Move (velocity * Time.deltaTime);
currentSpeed = new Vector2 (controller.velocity.x, controller.velocity.z).magnitude;
if (controller.isGrounded) {
velocityY = 0;
}
}
void Jump() {
if (controller.isGrounded) {
float jumpVelocity = Mathf.Sqrt (-2 * gravity * JumpHeight);
velocityY = jumpVelocity;
}
}
float GetModifiedSmoothTime(float smoothTime) {
if (controller.isGrounded) {
return smoothTime;
}
if (airControlPercent == 0) {
return float.MaxValue;
}
return smoothTime / airControlPercent;
}
}
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