using System.Collections; using System.Collections.Generic; using UnityEngine; namespace BlueWater { public class TestCharacterMove_01 : MonoBehaviour { [SerializeField] private GameObject obj; public float speed = 50.0f; protected float force = 0.0f; public float force_add = 0.002f; void Update() { float rotation_01 = Mathf.Abs(-0.5f + ((obj.transform.eulerAngles.y)/ 180) % 1.0f); float rotation_02 = Mathf.Abs(-0.5f + rotation_01); float back_check = (obj.transform.eulerAngles.y >= 90.0f && obj.transform.eulerAngles.y <= 270.0f) ? 1.0f : -1.0f; float side_check = (obj.transform.eulerAngles.y <= 180.0f)? -1.0f : 1.0f; float time = Time.deltaTime; float move_time = (-speed * time); if (Input.GetKey(KeyCode.UpArrow)|| Input.GetKey(KeyCode.W)) { force += force_add; if (force >= 1.0f) force = 1.0f; } else if (Input.GetKey(KeyCode.DownArrow) || Input.GetKey(KeyCode.S)) { if (force > 0.0f) { force -= force_add; if (force <= 0.0f) force = 0.0f; } else { force -= force_add/4.0f; if (force <= -0.5f) force = -0.5f; } // transform.Translate(0, 0, speed * time); } else { if (force < 0.0f)force += force_add/2.0f; else if(force > 0.0f)force -= force_add/2.0f; } transform.Translate((side_check * move_time * rotation_02)*force, 0.0f, (back_check * move_time * rotation_01)*force); if (Input.GetKey(KeyCode.RightArrow)|| Input.GetKey(KeyCode.D)) { obj.transform.Rotate(new Vector3(0.0f, speed * Time.deltaTime , 0.0f)); } else if (Input.GetKey(KeyCode.LeftArrow)|| Input.GetKey(KeyCode.A)) { obj.transform.Rotate(new Vector3(0.0f, speed * -Time.deltaTime , 0.0f)); } else { obj.transform.Rotate(new Vector3(0.0f, 0.0f * Time.deltaTime , 0.0f)); } } } }