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2026-05-10 11:47:55 -04:00

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C#

#if ENABLE_INPUT_SYSTEM
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Samples
{
using UnityEngine;
using UnityEngine.InputSystem;
/// <summary>
/// A small player controller using the Character Collider component.
/// Uses the Unity Input System for movement and sprint input.
/// </summary>
public class PlayerController : MonoBehaviour
{
[Tooltip("The speed that the character should move.")]
[SerializeField] protected float m_MoveSpeed = 2f;
[Tooltip("The index of the state parameter.")]
[SerializeField] protected int m_StateParameterValue;
[Tooltip("The multiplier to apply to the speed when the shift key is held down.")]
[SerializeField] protected float m_ShiftSpeedMultiplier = 1.5f;
private Transform m_Transform;
private Animator m_Animator;
private CharacterController m_CharacterController;
/// <summary>
/// Initializes the default value.
/// </summary>
private void Awake()
{
m_Transform = transform;
m_Animator = GetComponent<Animator>();
m_CharacterController = GetComponent<CharacterController>();
m_Animator.SetInteger("State", m_StateParameterValue);
}
/// <summary>
/// Returns the horizontal input value (-1 to 1) from keyboard or gamepad.
/// </summary>
/// <returns>The horizontal axis value.</returns>
private float GetHorizontal()
{
var keyboard = Keyboard.current;
if (keyboard != null)
{
var v = 0f;
if (keyboard.aKey.isPressed || keyboard.leftArrowKey.isPressed) v -= 1f;
if (keyboard.dKey.isPressed || keyboard.rightArrowKey.isPressed) v += 1f;
if (v != 0f) return v;
}
var gamepad = Gamepad.current;
if (gamepad != null)
return gamepad.leftStick.x.ReadValue();
return 0f;
}
/// <summary>
/// Returns the vertical input value (-1 to 1) from keyboard or gamepad.
/// </summary>
/// <returns>The vertical axis value.</returns>
private float GetVertical()
{
var keyboard = Keyboard.current;
if (keyboard != null)
{
var v = 0f;
if (keyboard.sKey.isPressed || keyboard.downArrowKey.isPressed) v -= 1f;
if (keyboard.wKey.isPressed || keyboard.upArrowKey.isPressed) v += 1f;
if (v != 0f) return v;
}
var gamepad = Gamepad.current;
if (gamepad != null)
return gamepad.leftStick.y.ReadValue();
return 0f;
}
/// <summary>
/// Returns whether the sprint (shift) button is held.
/// </summary>
/// <returns>True if sprint is held.</returns>
private bool GetSprint()
{
var keyboard = Keyboard.current;
if (keyboard != null && keyboard.leftShiftKey.isPressed)
return true;
var gamepad = Gamepad.current;
if (gamepad != null && gamepad.leftStickButton.isPressed)
return true;
return false;
}
/// <summary>
/// Moves the character.
/// </summary>
private void Update()
{
var direction = new Vector3(GetHorizontal(), 0, GetVertical());
var multiplier = GetSprint() ? m_ShiftSpeedMultiplier : 1f;
m_CharacterController.Move(direction * m_MoveSpeed * Time.deltaTime * multiplier);
m_Transform.LookAt(m_Transform.position + direction);
m_Animator.speed = multiplier;
m_Animator.SetFloat("Forward", direction.magnitude);
}
}
}
#endif