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Move this character based on camera look direction (Solved)

Discussion in 'Made With Unity' started by tijanikun, Nov 10, 2018.

  1. tijanikun

    tijanikun

    Joined:
    Aug 10, 2017
    Posts:
    108
    Hello,

    I realy need help to make my character dash/fly toward based on camera view when i press V, couldn't make that happen with the tutorials i found on google.

    You'll be my god if you help me for that, please.

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine.Events;
    4. using UnityEngine;
    5.  
    6. public class PlayerController : MonoBehaviour
    7. {
    8.  
    9.     public float moveSpeed;
    10.     //public Rigidbody theRD;
    11.     public float jumpForce;
    12.     public CharacterController controller;
    13.     public float gravityScale;
    14.     public Animator anim;
    15.     public Transform pivot;
    16.     public float rotateSpeed;
    17.     public float runSpeed;
    18.     public float attackSpeed = 30;
    19.     public float omegaSpeed = 50;
    20.     public float clawSpeed = 30;
    21.  
    22.     public GameObject Camera1;
    23.     public GameObject OmeCamera;
    24.  
    25.     public Camera Camera2;
    26.     public Camera OmeCamera2;
    27.  
    28.     public int CamMode;
    29.    
    30.  
    31.  
    32.     public float attack1;
    33.     float timestamp;
    34.  
    35.     float lastAttack;
    36.     float interval = 5;
    37.  
    38.  
    39.     public AudioSource SwordSound;
    40.     private IEnumerator coroutine;
    41.     private IEnumerator coroutine2;
    42.    
    43.  
    44.     float t = 0;
    45.  
    46.     float t1;
    47.  
    48.     Rigidbody  Rigid;
    49.  
    50.  
    51.     public float cooldowntime = 1;
    52.  
    53.     public float cooldowntime2 = 4;
    54.     public float cooldowntime3 = 4;
    55.  
    56.  
    57.  
    58.     public float nextFireTime = 0;
    59.  
    60.     public float nextFireTime2 = 0;
    61.  
    62.  
    63.     public float nextFireTime3 = 0;
    64.  
    65.     bool charge;
    66.  
    67.     public AudioSource ChargeUp;
    68.  
    69.     public Transform target;
    70.     private bool Froze;
    71.  
    72.     public int myNumber = 0;
    73.  
    74.     public float knockBackForce;
    75.     public float knockBackTime;
    76.     private float knockBackCounter;
    77.  
    78.  
    79.     private Vector3 moveDirection;
    80.     public GameObject playerModel;
    81.  
    82.     private Transform cameraTransform;
    83.     public Transform cameraTransform2;
    84.    
    85.  
    86.  
    87.     // Use this for initialization
    88.     void Start()
    89.     {
    90.         //theRD = GetComponent<Rigidbody>();
    91.         controller = GetComponent<CharacterController>();
    92.         coroutine2 = (MoveOverSeconds(gameObject, new Vector3(0f, 0f, 0f), 2f));
    93.         cameraTransform = Camera.main.transform;
    94.  
    95.         coroutine = (GaiaOverSeconds(gameObject, new Vector3(0f, 0f, 0f), 0.5f));
    96.  
    97.  
    98.     }
    99.  
    100.  
    101.     // Update is called once per frame
    102.     void Update()
    103.     {
    104.  
    105.         // theRD.velocity = new Vector3(Input.GetAxis("Horizontal") * moveSpeed, theRD.velocity.y, Input.GetAxis("Vertical") * moveSpeed);
    106.  
    107.         /*if (Input.GetButtonDown("Jump"))
    108.            {
    109.                         theRD.velocity = new Vector3(theRD.velocity.x, jumpForce, theRD.velocity.z); */
    110.         //moveDirection = new Vector3(Input.GetAxis("Horizontal") * moveSpeed, moveDirection.y, Input.GetAxis("Vertical") * moveSpeed);
    111.         if (Input.GetKeyDown(KeyCode.B))
    112.         {
    113.             moveSpeed = runSpeed;
    114.         }
    115.         if (Input.GetKeyUp(KeyCode.B))
    116.         {
    117.             moveSpeed = 10;
    118.         }
    119.         if (Input.GetButton("Mouse1"))
    120.         {
    121.             anim.Play("WarFootHit");
    122.  
    123.             GameObject foot = GameObject.FindWithTag("WarFoot");
    124.             (foot.GetComponent(typeof(BoxCollider)) as Collider).enabled = true;
    125.             StartCoroutine(Attack1(1f));
    126.  
    127.         }
    128.  
    129.  
    130.         //nextFireTime = Time.time + cooldowntime;
    131.         //}
    132.  
    133.         if (Time.time > nextFireTime)
    134.         {
    135.             if (Input.GetKeyDown(KeyCode.A))
    136.             {
    137.  
    138.                 StartCoroutine(OmeCameraEnu());
    139.                 anim.Play("Omegamon");
    140.  
    141.  
    142.                 StartCoroutine(MoveOverTornado(gameObject, new Vector3(0f, 0f, 0f), 0.5f));
    143.                 StartCoroutine(Sword(1.2f));
    144.  
    145.                 nextFireTime = Time.time + cooldowntime;
    146.             }
    147.         }
    148.         if (Time.time > nextFireTime3)
    149.         {
    150.             if (Input.GetKeyDown(KeyCode.V))
    151.             {              
    152.                 anim.Play("BraveTornado");
    153.                 StartCoroutine(MoveOverTornado(gameObject, new Vector3(0f, 0f, 0f), 2f));
    154.                
    155.                 nextFireTime3 = Time.time + cooldowntime3;
    156.             }
    157.         }
    158.  
    159.  
    160.         if (Time.time > nextFireTime)
    161.         {
    162.             if (Input.GetKeyDown(KeyCode.F))
    163.             {
    164.                 anim.Play("WarGreymonCharge");
    165.  
    166.                 nextFireTime = Time.time + cooldowntime;
    167.             }
    168.         }
    169.  
    170.         if (Time.time > nextFireTime2)
    171.         {
    172.  
    173.             //if (Input.GetButton("PressV"))
    174.             //{
    175.             //  if (coroutine2 != null)
    176.             //   StopCoroutine(coroutine2);
    177.             // StartCoroutine(MoveOverSeconds(gameObject, new Vector3(0f, 0f, 0f), 1f));
    178.  
    179.  
    180.             //nextFireTime = Time.time + cooldowntime;
    181.             //}
    182.            
    183.             if(Input.GetKeyDown(KeyCode.E))
    184.             {
    185.  
    186.                 StartCoroutine(MoveOverSeconds(gameObject, new Vector3(0f, 0f, 0f), 2f));
    187.  
    188.  
    189.                 nextFireTime2 = Time.time + cooldowntime2;
    190.             }
    191.         }
    192.        
    193.         if (Froze == true)
    194.         {
    195.             moveSpeed = 0;
    196.  
    197.         }
    198.  
    199.  
    200.         if (knockBackCounter <= 0)
    201.         {
    202.             float yStore = moveDirection.y;
    203.             moveDirection = (transform.forward * Input.GetAxis("Vertical")) + (transform.right * Input.GetAxis("Horizontal"));
    204.             moveDirection = moveDirection.normalized * moveSpeed;
    205.             moveDirection.y = yStore;
    206.  
    207.             if (controller.isGrounded)
    208.             {
    209.                 moveDirection.y = 0f;
    210.                 if(lastAttack + interval < Time.time)
    211.                 if (Input.GetButtonDown("Jump"))
    212.                 {
    213.  
    214.                     moveDirection.y = jumpForce;
    215.                 }
    216.             }
    217.         }
    218.         else
    219.         {
    220.             knockBackCounter -= Time.deltaTime;
    221.         }
    222.  
    223.         moveDirection.y = moveDirection.y + (Physics.gravity.y * gravityScale * Time.deltaTime);
    224.         controller.Move(moveDirection * Time.deltaTime);
    225.  
    226.  
    227.         //Move the player in different direction based on camera look direction
    228.         if (Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0)
    229.         {
    230.             transform.rotation = Quaternion.Euler(0f, pivot.rotation.eulerAngles.y, 0f);
    231.             Quaternion newRotation = Quaternion.LookRotation(new Vector3(moveDirection.x, 0f, moveDirection.z));
    232.             playerModel.transform.rotation = Quaternion.Slerp(playerModel.transform.rotation, newRotation, rotateSpeed * Time.deltaTime);
    233.         }
    234.  
    235.         anim.SetBool("isGrounded", controller.isGrounded);
    236.         anim.SetFloat("Speed", (Mathf.Abs(Input.GetAxis("Vertical")) + Mathf.Abs(Input.GetAxis("Horizontal"))));
    237.  
    238.         if (Input.GetKey(KeyCode.F))
    239.             charge = true;
    240.  
    241.         //Otherwise the GameObject cannot jump.
    242.         else charge = false;
    243.  
    244.         //If the GameObject is not jumping, send that the Boolean “Jump” is false to the Animator. The jump animation does not play.
    245.         if (charge == false)
    246.             anim.SetBool("Charge", false);
    247.  
    248.         //The GameObject is jumping, so send the Boolean as enabled to the Animator. The jump animation plays.
    249.         if (charge == true)
    250.             anim.SetBool("Charge", true);
    251.  
    252.  
    253.     }
    254.  
    255.     public IEnumerator Sword(float waitTime)
    256.     {
    257.         yield return new WaitForSeconds(waitTime);
    258.         SwordSound.Play();
    259.     }
    260.  
    261.     public IEnumerator MoveOverSeconds(GameObject objectToMove, Vector3 end, float seconds)
    262.     {
    263.         float elapsedTime = 0;
    264.         Vector3 startingPos = objectToMove.transform.position;
    265.  
    266.         while (elapsedTime < seconds)
    267.         {
    268.  
    269.             GameObject war = GameObject.FindWithTag("War");
    270.             (war.GetComponent(typeof(CharacterController)) as Collider).enabled = false;
    271.             objectToMove.transform.position += cameraTransform2.up * Time.deltaTime * attackSpeed;
    272.             gravityScale = 0;
    273.             moveSpeed = 0;
    274.             elapsedTime += Time.deltaTime;
    275.             yield return new WaitForEndOfFrame();
    276.  
    277.             playerModel.transform.rotation = cameraTransform2.rotation;
    278.  
    279.             StartCoroutine(GaiaFly(2.6f));
    280.  
    281.  
    282.         }
    283.     }
    284.  
    285.     public IEnumerator MoveOverTornado(GameObject objectToMove, Vector3 end, float seconds)
    286.     {
    287.         float elapsedTime = 0;
    288.         Vector3 startingPos = objectToMove.transform.position;
    289.  
    290.         while (elapsedTime < seconds)
    291.         {
    292.  
    293.             GameObject claw = GameObject.FindWithTag("Claw");
    294.             (claw.GetComponent(typeof(BoxCollider)) as Collider).enabled = true;
    295.  
    296.             moveDirection = Camera.main.transform.TransformDirection(moveDirection);
    297.             objectToMove.transform.position += cameraTransform.forward * Time.deltaTime * clawSpeed;
    298.             gravityScale = 0;
    299.             elapsedTime += Time.deltaTime;
    300.             yield return new WaitForEndOfFrame();
    301.  
    302.             playerModel.transform.rotation = cameraTransform.rotation;
    303.  
    304.             StartCoroutine(BraveFly(2.6f));
    305.  
    306.  
    307.         }
    308.     }
    309.  
    310.     public IEnumerator MoveOverOmega(GameObject objectToMove, Vector3 end, float seconds)
    311.     {
    312.         float elapsedTime = 0;
    313.         Vector3 startingPos = objectToMove.transform.position;
    314.  
    315.         while (elapsedTime < seconds)
    316.         {
    317.             moveSpeed = 0;
    318.             elapsedTime += Time.deltaTime;
    319.             yield return new WaitForEndOfFrame();
    320.             StartCoroutine(OmegaFront());
    321.             StartCoroutine(OmegaForward(gameObject, 1f, 0.5f));
    322.  
    323.  
    324.  
    325.         }
    326.     }
    327.     public IEnumerator OmegaFront()
    328.     {
    329.         float elapsedTime = 0;
    330.         float seconds = 3;
    331.         while (elapsedTime < seconds)
    332.         {
    333.             elapsedTime += Time.deltaTime;
    334.             yield return new WaitForEndOfFrame();
    335.             playerModel.transform.rotation = cameraTransform2.rotation;
    336.  
    337.         }
    338.     }
    339.  
    340.     public IEnumerator OmegaForward(GameObject objectToMove, float waitTime, float waitTime2)
    341.     {
    342.  
    343.         Vector3 startingPos = objectToMove.transform.position;
    344.         yield return new WaitForSeconds(waitTime);
    345.  
    346.         objectToMove.transform.position += cameraTransform2.forward * Time.deltaTime * omegaSpeed;
    347.         yield return new WaitForSeconds(waitTime);
    348.         moveSpeed = 10;
    349.  
    350.     }
    351.    
    352.  
    353.     public IEnumerator Attack1(float waitTime)
    354.     {
    355.         yield return new WaitForSeconds(waitTime);
    356.         GameObject foot = GameObject.FindWithTag("WarFoot");
    357.         (foot.GetComponent(typeof(BoxCollider)) as Collider).enabled = false;
    358.     }
    359.  
    360.     public IEnumerator GaiaFly(float waitTime)
    361.     {
    362.  
    363.         yield return new WaitForSeconds(waitTime);
    364.         gravityScale = 5;
    365.         moveSpeed = 10;
    366.  
    367.         GameObject war = GameObject.FindWithTag("War");
    368.         (war.GetComponent(typeof(CharacterController)) as Collider).enabled = true;
    369.  
    370.     }
    371.     public IEnumerator BraveFly(float waitTime)
    372.     {
    373.  
    374.         yield return new WaitForSeconds(waitTime);
    375.         gravityScale = 5;
    376.  
    377.         GameObject claw = GameObject.FindWithTag("Claw");
    378.         (claw.GetComponent(typeof(BoxCollider)) as Collider).enabled = false;
    379.  
    380.     }
    381.  
    382.  
    383.     public IEnumerator GaiaOverSeconds(GameObject objectToMove, Vector3 end, float seconds)
    384.     {
    385.         float elapsedTime = 0;
    386.         Vector3 startingPos = objectToMove.transform.position;
    387.         while (elapsedTime < seconds)
    388.         {
    389.             objectToMove.transform.position += cameraTransform.forward * Time.deltaTime * attackSpeed;
    390.             objectToMove.transform.rotation = cameraTransform.rotation;
    391.             elapsedTime += Time.deltaTime;
    392.             yield return new WaitForEndOfFrame();
    393.         }
    394.     }
    395.  
    396.     private IEnumerator OmeCameraEnu()
    397.     {
    398.  
    399.         Camera2.enabled = false;
    400.         OmeCamera2.enabled = true;
    401.  
    402.         yield return new WaitForSeconds(2.80f);
    403.  
    404.  
    405.         Camera2.enabled = true;
    406.         OmeCamera2.enabled = false;
    407.     }
    408.  
    409.     private IEnumerator FrozeIt(float waitTime)
    410.     {
    411.        
    412.         print("true");
    413.         yield return new WaitForSeconds(waitTime);
    414.      
    415.         print("false");
    416.  
    417.  
    418.         GameObject hand = GameObject.FindWithTag("handrightplayer");
    419.         (hand.GetComponent(typeof(Collider)) as Collider).isTrigger = false;
    420.         print("handfalse");
    421.     }
    422.  
    423.     public void Knockback(Vector3 direction)
    424.     {
    425.         knockBackCounter = knockBackTime;
    426.  
    427.         moveDirection = direction * knockBackForce;
    428.         moveDirection.y = knockBackForce;
    429.     }
    430.    
    431.     }
    432.  
     
  2. tijanikun

    tijanikun

    Joined:
    Aug 10, 2017
    Posts:
    108
    Im sorry sorry sorry for this i found the problem, it was because i didn't set the targettag "Claw" to my weapon...

    Nevermind this thread