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using System;
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using UnityEngine;
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using UnityStandardAssets.CrossPlatformInput;
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namespace UnityStandardAssets.Characters.ThirdPerson
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{
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[RequireComponent(typeof (ThirdPersonCharacter))]
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public class ThirdPersonUserControl : MonoBehaviour
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{
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private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object
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private Transform m_Cam; // A reference to the main camera in the scenes transform
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private Vector3 m_CamForward; // The current forward direction of the camera
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private Vector3 m_Move;
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private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input.
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private void Start()
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{
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// get the transform of the main camera
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if (Camera.main != null)
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{
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m_Cam = Camera.main.transform;
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}
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else
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{
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Debug.LogWarning(
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"Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject);
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// we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
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}
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// get the third person character ( this should never be null due to require component )
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m_Character = GetComponent<ThirdPersonCharacter>();
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}
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private void Update()
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{
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if (!m_Jump)
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{
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m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
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}
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}
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// Fixed update is called in sync with physics
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private void FixedUpdate()
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{
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// read inputs
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float h = CrossPlatformInputManager.GetAxis("Horizontal");
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float v = CrossPlatformInputManager.GetAxis("Vertical");
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bool crouch = Input.GetKey(KeyCode.C);
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// calculate move direction to pass to character
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if (m_Cam != null)
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{
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// calculate camera relative direction to move:
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m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
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m_Move = v*m_CamForward + h*m_Cam.right;
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}
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else
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{
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// we use world-relative directions in the case of no main camera
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m_Move = v*Vector3.forward + h*Vector3.right;
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}
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#if !MOBILE_INPUT
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// walk speed multiplier
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if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;
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#endif
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// pass all parameters to the character control script
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m_Character.Move(m_Move, crouch, m_Jump);
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m_Jump = false;
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}
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}
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}
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