Added everything to 2d, and 3d update
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74
2D/Assets/Scripts/TankMovement.cs
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74
2D/Assets/Scripts/TankMovement.cs
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using UnityEngine;
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using UnityEngine.Audio;
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public class TankMovement : MonoBehaviour
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{
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public int m_PlayerNumber = 1;
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public float m_Speed = 30f;
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public float m_TurnSpeed = 180f;
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private string m_MovementAxisName;
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private string m_TurnAxisName;
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protected float m_MovementInputValue;
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private float m_TurnInputValue;
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private Rigidbody m_Rigidbody;
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Vector3 movement;
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public CharacterController controller;
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//TODO:
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//try out character controller
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//getter for the audio
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public float getMovementInputValue() {
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return m_MovementInputValue;
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}
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public float getTurnInputValue() {
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return m_TurnInputValue;
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}
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private void Awake() {
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m_Rigidbody = GetComponent<Rigidbody>();
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}
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private void OnEnable() {
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m_Rigidbody.isKinematic = false; //at start of new game
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m_MovementInputValue = 0f;
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m_TurnInputValue = 0f;
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}
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private void OnDisable() {
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m_Rigidbody.isKinematic = true; //when player dies, disables the player object
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}
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private void Start() {
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m_MovementAxisName = "Vertical" + m_PlayerNumber; //different virtual axis for different players
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m_TurnAxisName = "Horizontal" + m_PlayerNumber;
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}
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private void Update() {
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//Getting input
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m_MovementInputValue = Input.GetAxisRaw(m_MovementAxisName);
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m_TurnInputValue = Input.GetAxisRaw(m_TurnAxisName);
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}
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private void FixedUpdate() {
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//Moving the tank
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Move();
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Turn();
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}
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private void Move() {
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//forward and backwards movement
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movement = transform.forward * m_MovementInputValue * m_Speed * Time.deltaTime;
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//m_Rigidbody.MovePosition(m_Rigidbody.position + movement);
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controller.Move(movement.normalized);
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}
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private void Turn() {
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//left or right rotation
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float turn = m_TurnInputValue * m_TurnSpeed * Time.deltaTime;
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Quaternion turnRotation = Quaternion.Euler(0f, turn, 0f);
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m_Rigidbody.MoveRotation(m_Rigidbody.rotation * turnRotation);
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}
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}
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