Cyber/Assets/Scripts/Entities/Character.cs
2017-05-09 13:32:39 +03:00

83 lines
2.6 KiB
C#

using UnityEngine;
namespace Cyber.Entities {
/// <summary>
/// A syncable component that all characters have. Controls the character's subsystems.
/// </summary>
public class Character : SyncBase {
/// <summary>
/// How fast the player should move in Unity's spatial units per second.
/// </summary>
public float MovementSpeed = 5.0f;
/// <summary>
/// The character controller, used to move the character. Handles collisions.
/// </summary>
public CharacterController CharacterController;
/// <summary>
/// The head transform for looking around.
/// </summary>
public Transform Head;
private Vector3 MovementDirection = new Vector3();
/// <summary>
/// Moves the character in the given direction.
/// </summary>
/// <param name="Direction">Movement direction.</param>
public void Move(Vector3 Direction) {
if (!Direction.Equals(MovementDirection)) {
MovementDirection = Direction.normalized;
}
}
/// <summary>
/// Stops the player from moving.
/// </summary>
public void Stop() {
if (Moving()) {
MovementDirection = new Vector3();
}
}
/// <summary>
/// Sets the character's rotation.
/// </summary>
/// <param name="EulerAngles">Rotation in euler angles.</param>
public void SetRotation(Vector3 EulerAngles) {
Vector3 HeadRot = Head.localEulerAngles;
HeadRot.x = EulerAngles.x;
HeadRot.z = EulerAngles.z;
Head.localEulerAngles = HeadRot;
Vector3 BodyRot = transform.localEulerAngles;
BodyRot.y = EulerAngles.y;
transform.localEulerAngles = BodyRot;
}
/// <summary>
/// Whether the player is moving or not.
/// </summary>
public bool Moving() {
return MovementDirection.sqrMagnitude != 0;
}
/// <summary>
/// The character's rotation. Intended to be given as an input to
/// <see cref="SetRotation"/>.
/// </summary>
/// <returns>The rotation.</returns>
public Vector3 GetRotation() {
return new Vector3(Head.localEulerAngles.x,
transform.localEulerAngles.y, Head.localEulerAngles.z);
}
private void FixedUpdate() {
CharacterController.Move(MovementDirection * MovementSpeed * Time.fixedDeltaTime);
}
}
}