up down right left movement unity
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
public class PlayerController : MonoBehaviour {
[Header("General")]
[Tooltip("In ms^-1")][SerializeField] float controlSpeed= 20f;
[Tooltip("In m")] [SerializeField] float xRange = 5f;
[Tooltip("In m")] [SerializeField] float yRange = 3f;
[SerializeField] GameObject[] guns;
[Header("Screen-position Based")]
[SerializeField] float positionPitchFactor = -5f;
[SerializeField] float positionYawFactor = 5f;
[Header("Control-throw Based")]
[SerializeField] float controlPitchFactor = -20f;
[SerializeField] float controlRollFactor = -20f;
float xThrow, yThrow;
bool isControlEnabled = true;
// Update is called once per frame
void Update()
{
if (isControlEnabled)
{
ProcessTranslation();
ProcessRotation();
ProcessFiring();
}
}
void OnPlayerDeath() // called by string reference
{
isControlEnabled = false;
}
private void ProcessRotation()
{
float pitchDueToPosition = transform.localPosition.y * positionPitchFactor;
float pitchDueToControlThrow = yThrow * controlPitchFactor;
float pitch = pitchDueToPosition + pitchDueToControlThrow;
float yaw = transform.localPosition.x * positionYawFactor;
float roll = xThrow * controlRollFactor;
transform.localRotation = Quaternion.Euler(pitch, yaw, roll);
}
private void ProcessTranslation()
{
xThrow = CrossPlatformInputManager.GetAxis("Horizontal");
yThrow = CrossPlatformInputManager.GetAxis("Vertical");
float xOffset = xThrow * controlSpeed * Time.deltaTime;
float yOffset = yThrow * controlSpeed * Time.deltaTime;
float rawXPos = transform.localPosition.x + xOffset;
float clampedXPos = Mathf.Clamp(rawXPos, -xRange, xRange);
float rawYPos = transform.localPosition.y + yOffset;
float clampedYPos = Mathf.Clamp(rawYPos, -yRange, yRange);
transform.localPosition = new Vector3(clampedXPos, clampedYPos, transform.localPosition.z);
}
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