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Question by HeySebi · May 17, 2015 at 04:07 AM · inputcontrolsmouselooklogiclocomotion

mouse look player controller and locomotions with if then else??

Hey

i am working on a mouse-look player controller. Movement and look at mouse position are working. I use the horizontal and vertical Axis input for movement and the bleendtree. LookAt is used for the Look at mouse position.

I started working on the player input and the locomotion of the character. I ended up with a lot of ifs and angles... well i think that's the wrong way to do this.

So my question is: is there a better way to bind the locomotion state on the player input and the model direction.

sorry for my bad English `

     void Update () {
 
         //Get Player Input
         float h = Input.GetAxisRaw ("Horizontal");
         float v = Input.GetAxisRaw ("Vertical");
 
         //Get Rotation
         playerRotation = spineBone.transform.eulerAngles.y;
 
         Move (h, v);
         Look ();
         AnimationConrollter (h,v);
     }

     void Move (float h, float v)
     {
         movement.Set (h, 0.0f, v);
         movement = movement * Speed * Time.deltaTime;
         playerRigidbody.MovePosition (transform.position + movement);
     }

     void Look ()
     {
         Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
         if (plane.Raycast(ray, out dist))
         {
             lookAtTarget = ray.GetPoint(dist);
         }
     }

     void AnimationConrollter(float _h, float _v)
     {
         if (playerRotation < 30.0f) {
             anim.SetFloat ("v", _v);
             anim.SetFloat ("h", _h);
         }
         if (playerRotation > 315.0f) {
             anim.SetFloat ("v", _v);
             anim.SetFloat ("h", _h);
         }
         if (playerRotation > 45.0f && playerRotation < 135.0f) {
             anim.SetFloat ("v", _h);
             anim.SetFloat ("h", _v);
         }
         if (playerRotation > 135.0f && playerRotation < 225.0f) {
             anim.SetFloat ("v", -_v);
             anim.SetFloat ("h", _h);
         }
         if (playerRotation > 225.0f && playerRotation < 315.0f) {
             anim.SetFloat ("v", -_h);
             anim.SetFloat ("h", _v);
         }
         if (playerRotation < 15.0f) {
             Vector3 temp = new Vector3(0.0f,0.0f,0.0f);
             transform.eulerAngles = temp;            
         }
         if (playerRotation > 345.0f) {
             Vector3 temp = new Vector3(0.0f,0.0f,0.0f);
             transform.eulerAngles = temp;            
         }
         if (playerRotation > 75.0f && playerRotation < 105.0f) {
             Vector3 temp = new Vector3(0.0f,90.0f,0.0f);
             transform.eulerAngles = temp;            
         }
         if (playerRotation > 165.0f && playerRotation < 195.0f) {
             Vector3 temp = new Vector3(0.0f,180.0f,0.0f);
             transform.eulerAngles = temp;            
         }
         if (playerRotation > 255.0f && playerRotation < 285.0f) {
             Vector3 temp = new Vector3(0.0f,270.0f,0.0f);
             transform.eulerAngles = temp;            
         }
     }




[1]: /storage/temp/46438-animationcontroller.jpg

animationcontroller.jpg (134.8 kB)
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Answer by Gaming-Dudester · May 17, 2015 at 08:36 PM

Hey you might know this but if you don't there is a drop down toolbar in unity called assets click it then import package. Default packages are in there and one of them is first person player controller at the top.

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