Player Character

Checked with version: 4.6

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Difficulty: Beginner

This is part 2 of 10 of the Survival Shooter tutorial, in which you will setup and code the player character, as well as create an animator state machine.

Player Character

Beginner Survival Shooter tutorial

Transcripts

PlayerMovement

Code snippet

using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    public float speed = 6f;            // The speed that the player will move at.

    Vector3 movement;                   // The vector to store the direction of the player's movement.
    Animator anim;                      // Reference to the animator component.
    Rigidbody playerRigidbody;          // Reference to the player's rigidbody.
    int floorMask;                      // A layer mask so that a ray can be cast just at gameobjects on the floor layer.
    float camRayLength = 100f;          // The length of the ray from the camera into the scene.

    void Awake ()
    {
        // Create a layer mask for the floor layer.
        floorMask = LayerMask.GetMask ("Floor");

        // Set up references.
        anim = GetComponent <Animator> ();
        playerRigidbody = GetComponent <Rigidbody> ();
    }


    void FixedUpdate ()
    {
        // Store the input axes.
        float h = Input.GetAxisRaw ("Horizontal");
        float v = Input.GetAxisRaw ("Vertical");

        // Move the player around the scene.
        Move (h, v);

        // Turn the player to face the mouse cursor.
        Turning ();

        // Animate the player.
        Animating (h, v);
    }

    void Move (float h, float v)
    {
        // Set the movement vector based on the axis input.
        movement.Set (h, 0f, v);
        
        // Normalise the movement vector and make it proportional to the speed per second.
        movement = movement.normalized * speed * Time.deltaTime;

        // Move the player to it's current position plus the movement.
        playerRigidbody.MovePosition (transform.position + movement);
    }

    void Turning ()
    {
        // Create a ray from the mouse cursor on screen in the direction of the camera.
        Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition);

        // Create a RaycastHit variable to store information about what was hit by the ray.
        RaycastHit floorHit;

        // Perform the raycast and if it hits something on the floor layer...
        if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask))
        {
            // Create a vector from the player to the point on the floor the raycast from the mouse hit.
            Vector3 playerToMouse = floorHit.point - transform.position;

            // Ensure the vector is entirely along the floor plane.
            playerToMouse.y = 0f;

            // Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
            Quaternion newRotation = Quaternion.LookRotation (playerToMouse);

            // Set the player's rotation to this new rotation.
            playerRigidbody.MoveRotation (newRotation);
        }
    }

    void Animating (float h, float v)
    {
        // Create a boolean that is true if either of the input axes is non-zero.
        bool walking = h != 0f || v != 0f;

        // Tell the animator whether or not the player is walking.
        anim.SetBool ("IsWalking", walking);
    }
}
var speed : float = 6f;            // The speed that the player will move at.

private var movement : Vector3;                   // The vector to store the direction of the player's movement.
private var anim : Animator;                      // Reference to the animator component.
private var playerRigidbody : Rigidbody;          // Reference to the player's rigidbody.
private var floorMask : int;                      // A layer mask so that a ray can be cast just at gameobjects on the floor layer.
private var camRayLength : float = 100f;          // The length of the ray from the camera into the scene.


function Awake ()
{
    // Create a layer mask for the floor layer.
    floorMask = LayerMask.GetMask ("Floor");

    // Set up references.
    anim = GetComponent (Animator);
    playerRigidbody = GetComponent (Rigidbody);
}


function FixedUpdate ()
{
    // Store the input axes.
    var h : float = Input.GetAxisRaw ("Horizontal");
    var v : float = Input.GetAxisRaw ("Vertical");

    // Move the player around the scene.
    Move (h, v);

    // Turn the player to face the mouse cursor.
    Turning ();

    // Animate the player.
    Animating (h, v);
}


function Move (h : float, v : float)
{
    // Set the movement vector based on the axis input.
    movement.Set (h, 0f, v);
    
    // Normalise the movement vector and make it proportional to the speed per second.
    movement = movement.normalized * speed * Time.deltaTime;

    // Move the player to it's current position plus the movement.
    playerRigidbody.MovePosition (transform.position + movement);
}


function Turning ()
{
    // Create a ray from the mouse cursor on screen in the direction of the camera.
    var camRay : Ray = Camera.main.ScreenPointToRay (Input.mousePosition);

    // Create a RaycastHit variable to store information about what was hit by the ray.
    var floorHit : RaycastHit;

    // Perform the raycast and if it hits something on the floor layer...
    if(Physics.Raycast (camRay, floorHit, camRayLength, floorMask))
    {
        // Create a vector from the player to the point on the floor the raycast from the mouse hit.
        var playerToMouse : Vector3  = floorHit.point - transform.position;

        // Ensure the vector is entirely along the floor plane.
        playerToMouse.y = 0f;

        // Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
        var newRotation : Quaternion = Quaternion.LookRotation (playerToMouse);

        // Set the player's rotation to this new rotation.
        playerRigidbody.MoveRotation (newRotation);
    }
}


function Animating (h : float, v : float)
{
    // Create a boolean that is true if either of the input axes is non-zero.
    var walking : boolean = h != 0f || v != 0f;

    // Tell the animator whether or not the player is walking.
    anim.SetBool ("IsWalking", walking);
}

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