Files
FPS-Kit-2.0/Assets/FPS Kit Version 2.0/_CustomAssets/Scripts/FPScontroller/FPSinput.js
T
reedgamingstudio 5b8ebb7a35 test
testing
2014-12-16 00:23:12 -06:00

46 lines
1.5 KiB
JavaScript

//NSdesignGames @ 2012
//FPS Kit | Version 2.0
private var motor : FPScontroller;
// Use this for initialization
function Awake () {
motor = GetComponent(FPScontroller);
}
// Update is called once per frame
function LateUpdate () {
// Get the input vector from kayboard or analog stick
var directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
if (directionVector != Vector3.zero) {
// Get the length of the directon vector and then normalize it
// Dividing by the length is cheaper than normalizing when we already have the length anyway
var directionLength = directionVector.magnitude;
directionVector = directionVector / directionLength;
// Make sure the length is no bigger than 1
directionLength = Mathf.Min(1, directionLength);
// Make the input vector more sensitive towards the extremes and less sensitive in the middle
// This makes it easier to control slow speeds when using analog sticks
directionLength = directionLength * directionLength;
// Multiply the normalized direction vector by the modified length
directionVector = directionVector * directionLength;
}
// Apply the direction to the CharacterMotor
motor.inputMoveDirection = transform.rotation * directionVector;
motor.inputJump = Input.GetKeyDown(KeyCode.Space);
//Run Input
motor.inputRun = Input.GetKey(KeyCode.LeftShift);
//Crouch Input
motor.inputCrouch = Input.GetKeyDown(KeyCode.C);
//Prone Input
motor.inputProne = Input.GetKeyDown(KeyCode.LeftControl);
}