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ShipControls : MonoBehaviour { - public Camera m_camera; - - Rigidbody m_rigidBody; - - Vector3 m_initialPosition; - Vector3 m_initialForce; - Quaternion m_initialCamera; - - Vector3 m_thrust; - Vector3 m_strafe; - - float m_strafeMag; - float m_thrustMag; - float m_stabliseMag; - ForceMode m_forceMode; - - // Camera Controls - float m_mouseSenseY = 1.0f; - float m_mouseSenseX = 1.0f; - float m_camPitch; - float m_camYaw; - - void Start() { - Cursor.lockState = CursorLockMode.Locked; - m_rigidBody = GetComponent(); - - // just stop the body from being affected by rotation for now - // until the 3p camera is in to explain why - m_rigidBody.freezeRotation = true; - - m_initialPosition = m_rigidBody.transform.position; - m_initialCamera = m_camera.transform.rotation; - m_initialForce = Vector3.forward; - - m_thrust = Vector3.zero; - m_strafe = Vector3.zero; - - m_thrustMag = 50.0f; - m_strafeMag = 25.0f; - m_stabliseMag = 75.0f; - - m_camPitch = m_initialCamera.eulerAngles.x; - m_camYaw = m_initialCamera.eulerAngles.y; - m_forceMode = ForceMode.Acceleration; - } - - void Update() { - // update the movement vectors every frame - m_thrust = getThrust(); - m_strafe = getStrafe(); - - // do everything else input related on every frame too - processInput(); - } - - void FixedUpdate() { - // the ship being propelled forward - m_rigidBody.AddForce(m_thrust, m_forceMode); - - // moving side to side - m_rigidBody.AddRelativeForce(m_strafe, m_forceMode); - - // rotating towards the camera's orientation - // not being done by a force because of strange behaviour - // needs investigation - float step = m_stabliseMag * Time.fixedDeltaTime; - m_rigidBody.rotation = Quaternion.RotateTowards(transform.rotation, m_camera.transform.rotation, step); - } - - Vector3 getThrust() { - // thrust in the direction of the camera - if (Input.GetMouseButton(0)) - // transform from the camera's forward vector into world space - return m_camera.transform.TransformDirection(Vector3.forward) * m_thrustMag; - - // brake just decelerates the ship against the direction it is moving - if (Input.GetMouseButton(1)) { - // the velocity is already in world space so we just invert it - return m_rigidBody.velocity.normalized * -1f * m_thrustMag; - } - - return Vector3.zero; - } - - // 2D strafing - // we combine all the vectors so you can move in 2 dimensions at once - // thrust is added as a relative force so we don't need to convert to worldspace - Vector3 getStrafe() { - Vector3 strafe = new Vector3(0.0f, 0.0f, 0.0f); - - if (Input.GetKey(KeyCode.W)) - strafe += m_strafeMag * Vector3.up; - if (Input.GetKey(KeyCode.S)) - strafe += m_strafeMag * Vector3.down; - - if (Input.GetKey(KeyCode.A)) - strafe += m_strafeMag * Vector3.left; - - if (Input.GetKey(KeyCode.D)) - strafe += m_strafeMag * Vector3.right; - - return strafe; - } - - void processInput() { - updateCamera(); - - if (Input.GetKey(KeyCode.Space)) - Respawn(); - - // if (Input.GetKey(KeyCode.Alpha1)) - // m_forceMode = ForceMode.Acceleration; - // if (Input.GetKey(KeyCode.Alpha2)) - // m_forceMode = ForceMode.Impulse; - // if (Input.GetKey(KeyCode.Alpha3)) - // m_forceMode = ForceMode.Force; - // if (Input.GetKey(KeyCode.Alpha4)) - // m_forceMode = ForceMode.VelocityChange; - - if (Input.GetKey(KeyCode.F10)) - Application.Quit(); - } - - public void Respawn() { - m_thrust = new Vector3(0.0f, 0.0f, 0.0f); - transform.position = m_initialPosition; - m_rigidBody.transform.forward = m_initialForce; - m_rigidBody.velocity = new Vector3(0f, 0f, 0f); - m_rigidBody.angularVelocity = new Vector3(0f, 0f, 0f); - m_camera.transform.rotation = m_initialCamera; - - m_camPitch = m_initialCamera.eulerAngles.x; - m_camYaw = m_initialCamera.eulerAngles.y; - } - - void updateCamera() { - m_camPitch -= m_mouseSenseY * Input.GetAxis("Mouse Y"); - m_camYaw += m_mouseSenseX * Input.GetAxis("Mouse X"); - m_camera.transform.eulerAngles = new Vector3(m_camPitch, m_camYaw, 0.0f); - } - - void OnDrawGizmosSelected() { - if 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