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October 19, 2021 13:51
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Google Resonance's Player Controller
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// Copyright 2017 Google Inc. All rights reserved. | |
// | |
// Licensed under the Apache License, Version 2.0 (the "License"); | |
// you may not use this file except in compliance with the License. | |
// You may obtain a copy of the License at | |
// | |
// http://www.apache.org/licenses/LICENSE-2.0 | |
// | |
// Unless required by applicable law or agreed to in writing, software | |
// distributed under the License is distributed on an "AS IS" BASIS, | |
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
// See the License for the specific language governing permissions and | |
// limitations under the License. | |
using UnityEngine; | |
/// First-person player controller for Resonance Audio demo scenes. | |
[RequireComponent(typeof(CharacterController))] | |
public class DemoPlayerController : MonoBehaviour { | |
/// Camera. | |
public Camera mainCamera; | |
// Character controller. | |
private CharacterController characterController = null; | |
// Player movement speed. | |
private float movementSpeed = 5.0f; | |
// Target camera rotation in degrees. | |
private float rotationX = 0.0f; | |
private float rotationY = 0.0f; | |
// Maximum allowed vertical rotation angle in degrees. | |
private const float clampAngleDegrees = 80.0f; | |
// Camera rotation sensitivity. | |
private const float sensitivity = 2.0f; | |
void Start() { | |
characterController = GetComponent<CharacterController>(); | |
Vector3 rotation = mainCamera.transform.localRotation.eulerAngles; | |
rotationX = rotation.x; | |
rotationY = rotation.y; | |
} | |
void LateUpdate() { | |
#if UNITY_EDITOR | |
if (Input.GetMouseButtonDown(0)) { | |
SetCursorLock(true); | |
} else if (Input.GetKeyDown(KeyCode.Escape)) { | |
SetCursorLock(false); | |
} | |
#endif // UNITY_EDITOR | |
// Update the rotation. | |
float mouseX = Input.GetAxis("Mouse X"); | |
float mouseY = -Input.GetAxis("Mouse Y"); | |
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) { | |
// Note that multi-touch control is not supported on mobile devices. | |
mouseX = 0.0f; | |
mouseY = 0.0f; | |
} | |
rotationX += sensitivity * mouseY; | |
rotationY += sensitivity * mouseX; | |
rotationX = Mathf.Clamp(rotationX, -clampAngleDegrees, clampAngleDegrees); | |
mainCamera.transform.localRotation = Quaternion.Euler(rotationX, rotationY, 0.0f); | |
// Update the position. | |
float movementX = Input.GetAxis("Horizontal"); | |
float movementY = Input.GetAxis("Vertical"); | |
Vector3 movementDirection = new Vector3(movementX, 0.0f, movementY); | |
movementDirection = mainCamera.transform.localRotation * movementDirection; | |
movementDirection.y = 0.0f; | |
characterController.SimpleMove(movementSpeed * movementDirection); | |
} | |
// Sets the cursor lock for first-person control. | |
private void SetCursorLock(bool lockCursor) { | |
if (lockCursor) { | |
Cursor.lockState = CursorLockMode.Locked; | |
Cursor.visible = false; | |
} else { | |
Cursor.lockState = CursorLockMode.None; | |
Cursor.visible = true; | |
} | |
} | |
} |
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