Files
az_tank_remake/2D/Assets/Scripts/TankMovement.cs

75 lines
2.1 KiB
C#

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