using UnityEngine; [RequireComponent(typeof(Rigidbody))] public class PlayerController : MonoBehaviour { [SerializeField] private float m_MovementSpeed = 5.0f; [SerializeField] private Animator m_AnimatorController; private bool m_HasKey = false; private Rigidbody m_Rigidbody; private int m_VelocityHash = Animator.StringToHash("Velocity"); private Camera m_MainCamera; private RaycastHit m_HitInfo; const float k_MinMovementDistance = 1.2f; // Start is called before the first frame update void Start() { m_Rigidbody = GetComponent(); m_MainCamera = Camera.main; } private void KeyCollected() { m_HasKey = true; } private void OnTriggerEnter(Collider other) { // Cache the string value if (other.CompareTag("Key")) { KeyCollected(); Destroy(other.gameObject); } if (other.CompareTag("Door")) { Debug.Log("Triggered by a door"); if(m_HasKey) { Debug.Log("Opened the door"); GameManager.LevelCompleted(); } } } void Update() { #if UNITY_EDITOR if (Input.GetMouseButton(0)) { MoveToPosition(Input.mousePosition); } else { m_Rigidbody.velocity = Vector3.zero; } #elif UNITY_IOS || UNITY_ANDROID if (Input.touchCount > 0) { Touch touch = Input.GetTouch(0); MoveToPosition(touch.position); } else { m_Rigidbody.velocity = Vector3.zero; } #endif // apply aniamtion m_AnimatorController.SetFloat(m_VelocityHash, m_Rigidbody.velocity.magnitude); } void MoveToPosition(Vector2 screenPosition) { if (Physics.Raycast(m_MainCamera.ScreenPointToRay(screenPosition), out m_HitInfo)) { // don't move if touching close to character if (Vector3.Distance(m_Rigidbody.position, m_HitInfo.point) > k_MinMovementDistance) { // rotation m_Rigidbody.transform.LookAt(m_HitInfo.point, Vector3.up); // lock rotation to y Vector3 eulerAngle = m_Rigidbody.transform.eulerAngles; m_Rigidbody.transform.eulerAngles = new Vector3(0, eulerAngle.y, 0); // calculate move direction vector Vector3 movementDirection = m_HitInfo.point - m_Rigidbody.position; movementDirection.Normalize(); // apply calculated velocity m_Rigidbody.velocity = movementDirection * m_MovementSpeed; } } } }