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How to format Unity code properly?
I'm making a game on Unity, and in the game I only have wind force on the player.
How should I arrange the player script correctly: I created two classes, one PlayerController, the other static Wind. I just don’t really want to describe the player’s physics and other physical phenomena in the PlayerControl class. What would be the best way to do it?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(CharacterController))]
public class PlayerController : MonoBehaviour
{
private CharacterController _controller;
// Скорость игрока
[SerializeField] private float _playerVelocity = 2.5f;
// Скорость балансировки игрока
[SerializeField] private float _balanceForce = 10.0f;
// Точка вращения игрока
[SerializeField] private Transform _pointOfRotateCharacter;
[SerializeField] private float _playerRotationVelocity = 3.5f;
private float _changeRotationZ;
// Изменение направления вращения
private float _rotationDeflect = 0.0f;
private void Start(){
_controller = GetComponent<CharacterController>();
_changeRotationZ = _pointOfRotateCharacter.rotation.z;
}
private void Update(){
Move();
ChangeBalance();
}
private void Move(){
// Метод передвижения игрока
_controller.Move(_playerVelocity * transform.forward * Time.deltaTime);
}
private void ChangeBalance(){
// Метод балансировки игрока
_rotationDeflect = SetRotationDeflect(_rotationDeflect);
// Учитывается скорость ветра + направление вращения
_changeRotationZ += (Wind.WindForce(_pointOfRotateCharacter.rotation.z) * _rotationDeflect) * Time.deltaTime;
if (Input.GetKeyDown(KeyCode.A)){
_changeRotationZ += _balanceForce;
} else if ((Input.GetKeyDown(KeyCode.D))){
_changeRotationZ -= _balanceForce;
}
Quaternion deformRotation = Quaternion.Euler(_pointOfRotateCharacter.rotation.x, _pointOfRotateCharacter.rotation.y, _changeRotationZ);
_pointOfRotateCharacter.rotation = Quaternion.Lerp(_pointOfRotateCharacter.rotation, deformRotation, _playerRotationVelocity * Time.deltaTime);
// 0.7 это ~90 градусов
if (Mathf.Abs(_pointOfRotateCharacter.rotation.z) > 0.7f) {
Time.timeScale = 0.0f;
}
}
private float SetRotationDeflect(float rotDefl){
// Метод для изменения направления вращения игрока(чтобы игрок не уходил по обратной оси)
if(_rotationDeflect == 0.0f){
float[] deflection = {-1f, 1f};
rotDefl = deflection[Random.Range(0, deflection.Length)];
} else {
rotDefl = _pointOfRotateCharacter.rotation.z > 0.0f ? -1.0f : 1.0f;
}
return rotDefl;
}
}
public static class Wind{
// Скорость ветра
public static float WindVelocity = 3f;
public static float WindForce(float changeParameter){
// Метод для влияния скорости на некоторые параметры
changeParameter -= WindVelocity * (Random.Range(1, 3) * 7.0f);
return changeParameter;
}
}
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