Files
spacerace/Assets/ShipControls.cs
T
2023-07-02 14:42:31 +10:00

164 lines
5.1 KiB
C#
Executable File

using UnityEngine;
public class ShipControls : MonoBehaviour {
public Camera m_camera;
Rigidbody m_rigidBody;
Vector3 m_initialPosition;
Vector3 m_initialForce;
Vector3 m_thrust;
Vector3 m_strafe;
float m_strafeMag;
float m_thrustMag;
float m_stabliseMag;
ForceMode m_forceMode;
// Camera Controls
float m_mouseH = 1.0f;
float m_mouseV = 1.0f;
float m_camYaw = 0.0f;
float m_camPitch = 0.0f;
void Start() {
Cursor.lockState = CursorLockMode.Locked;
m_rigidBody = GetComponent<Rigidbody>();
m_initialPosition = m_rigidBody.transform.position;
m_initialForce = Vector3.zero;
m_thrust = Vector3.zero;
m_strafe = Vector3.zero;
m_thrustMag = 50.0f;
m_strafeMag = 25.0f;
m_stabliseMag = 75.0f;
m_forceMode = ForceMode.Acceleration;
// m_rigidBody.freezeRotation = true;
}
void Update() {
// update the movement vectors every frame
m_thrust = getThrust();
m_strafe = getStrafe();
// if (m_thrust != Vector3.zero)
// Debug.Log(m_thrust);
// 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();
}
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_camera.transform.eulerAngles = Vector3.zero;
m_camYaw = 0f;
m_camPitch = 0f;
}
void updateCamera() {
m_camYaw += m_mouseH * Input.GetAxis("Mouse X");
m_camPitch -= m_mouseV * Input.GetAxis("Mouse Y");
m_camera.transform.eulerAngles = new Vector3(m_camPitch, m_camYaw, 0.0f);
}
void OnDrawGizmosSelected() {
if (Application.isPlaying == false)
return;
Gizmos.color = Color.red;
Vector3 right = m_camera.transform.TransformDirection(Vector3.right) * 10;
Gizmos.DrawRay(transform.position, right);
Gizmos.color = Color.green;
Vector3 direction = m_camera.transform.TransformDirection(Vector3.up) * 10;
Gizmos.DrawRay(transform.position, direction);
Gizmos.color = Color.blue;
Vector3 forward = m_camera.transform.TransformDirection(Vector3.forward) * 10;
Gizmos.DrawRay(transform.position, forward);
Gizmos.color = Color.yellow;
Vector3 velocity = m_rigidBody.velocity;
Gizmos.DrawRay(transform.position, velocity);
Gizmos.color = Color.cyan;
Vector3 thrust = m_thrust;
Gizmos.DrawRay(transform.position, thrust);
}
}