using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Humanoidlandcontroller : MonoBehaviour
{
Ridgidbody _ridgidbody = null;
[SerialiseFeild] Humanoidlandimput _imput;
vector3 _PlayerMoveImput = vector3.zero;
[Header("movement")]
[SerialiseFeild] float _movementMultiplier = 30.0f;
private void Awake()
{
_ridgidbody = GetComponent<Ridgidbody>();
playermove();
_ridgidbody.AddRelativeForce(_PlayerMoveImput, ForceMode.Force);
}
private void FixedUpdate()
{
_PlayerMoveImput = GetMoveInput();
playermove();
_ridgidbody.AddRelativeForce(_PlayerMoveImput, ForceMode.Force);
}
private vector3 playermove()
{
return new vector3(_imput.MoveImput.x, 0.0, _imput.moveimput.y);
}
private void GetMoveInput()
{
_PlayerMoveImput = (new vector3(_PlayerMoveImput.x * _movementMultiplier * _ridgidbody.mass,
_PlayerMoveImput.y,
_PlayerMoveImput.z * _movementMultiplier * _ridgidbody.mass ));
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Humanoidlandcontroller : MonoBehaviour
{
Ridgidbody _ridgidbody = null;
[SerialiseFeild] Humanoidlandimput _imput;
vector3 _PlayerMoveImput = vector3.zero;
[Header("movement")]
[SerialiseFeild] float _movementMultiplier = 30.0f;
private void Awake()
{
_ridgidbody = GetComponent<Ridgidbody>();
playermove();
_ridgidbody.AddRelativeForce(_PlayerMoveImput, ForceMode.Force);
}
private void FixedUpdate()
{
_PlayerMoveImput = GetMoveInput();
playermove();
_ridgidbody.AddRelativeForce(_PlayerMoveImput, ForceMode.Force);
}
private vector3 playermove()
{
return new vector3(_imput.MoveImput.x, 0.0, _imput.moveimput.y);
}
private void GetMoveInput()
{
_PlayerMoveImput = (new vector3(_PlayerMoveImput.x * _movementMultiplier * _ridgidbody.mass,
_PlayerMoveImput.y,
_PlayerMoveImput.z * _movementMultiplier * _ridgidbody.mass ));
}