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			89 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			C#
		
	
			
		
		
	
	
			89 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			C#
		
	
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Autohand.Demo;
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namespace Autohand{
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    //THIS SCRIPT IS A TEMPORARY DEMO SCRIPT
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    //BETTER MOVEMENT OPTIONS COMING SOON
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    public class XRMover : MonoBehaviour{
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        [Header("TEMP DEMO SCRIPT - Advanced script coming soon")]
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        [Header("Controllers")]
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        public XRHandControllerLink moverController;
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        public XRHandControllerLink turningController;
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        public Common2DAxis moverAxis;
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        [Header("Body")]
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        public GameObject cam;
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        private CharacterController controller;
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        private CapsuleCollider collisionCapsule;
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        [Header("Settings")]
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        public bool snapTurning;
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        public float turnAngle;
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        public float speed = 5;
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        public float gravity = 1;
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        private float currentGravity = 0;
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        private bool axisReset = true;
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        Vector3 moveAxis;
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        Vector2 turningAxis;
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        //Driver
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        public void LateUpdate(){
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            turningAxis = turningController.GetAxis2D(moverAxis);
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            moveAxis = moverController.GetAxis2D(moverAxis);
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            Move(moveAxis.x, moveAxis.z, moveAxis.y);
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            Turning();
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        }
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        private void Awake(){
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            gameObject.layer = LayerMask.NameToLayer("HandPlayer");
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            controller = GetComponent<CharacterController>();
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        }
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        public void Move(float x, float y, float z){
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            Vector3 direction = new Vector3(x, y, z);
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            Vector3 headRotation = new Vector3(0, cam.transform.eulerAngles.y, 0);
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            direction = Quaternion.Euler(headRotation) * direction;
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            currentGravity = Physics.gravity.y * gravity;
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            if (controller.isGrounded)
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                currentGravity = 0;
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            controller.Move(new Vector3(direction.x * speed, direction.y * speed + currentGravity, direction.z * speed) * Time.deltaTime);
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        }
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        void Turning(){
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            //Snap turning
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            if (snapTurning){
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                if (turningAxis.x > 0.7f && axisReset){
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                    transform.rotation *= Quaternion.Euler(0, turnAngle, 0);
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                    axisReset = false;
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                }
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                else if (turningAxis.x < -0.7f && axisReset){
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                    transform.rotation *= Quaternion.Euler(0, -turnAngle, 0);
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                    axisReset = false;
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                }
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                if (Mathf.Abs(turningAxis.x) < 0.4f)
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                    axisReset = true;
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            }
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            //Smooth turning
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            else{
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                transform.rotation *= Quaternion.Euler(0, Time.deltaTime * turnAngle * turningAxis.x, 0);
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            }
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        }
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    }
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}
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