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My character won't move in C#.

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I've translated my controller to C# but I've ran into a little snag that may be little or be gargantuan mass chaos. I must know is the problem the vector3 variable at the top. I believe it was the root of my problem on the other script but I don't see why it would do that. I've checked the values on movedirection and they are changing but my object is not moving. If I haven't been clear enough or you need help deciphering my script leave a comment. If anyone can see the problem or can help to narrow it down please help I know my script is a mess. public float currentSpeed; public float walkSpeed = 6.0f; public float maxSpeed = 15.0f; public bool swiming = false; public bool climbing = false; public float rotateSpeed = 100.0f; public bool checker = false; public Vector3 moveDirection = Vector3.zero; public float jumpSpeed = 8.0f; public float sprintCurHealth = 0f; public int sprintMaxHealth = 50; private int _PercentFull = 100; public bool isSprinting = false; float gravity = 20.0f; private bool grounded = false; static bool allowMove = true; static bool playerSneaking = false; void Awake (){ sprintCurHealth = sprintMaxHealth; } void Update(){ if (isSprinting){ currentSpeed = maxSpeed; } else { currentSpeed = walkSpeed; } if (Input.GetKey("left shift")){ if (Input.GetKey("w")){ if (sprintCurHealth > 0){ isSprinting = true; } if (sprintCurHealth sprintMaxHealth){ sprintCurHealth = sprintMaxHealth; } if (isSprinting){ sprintCurHealth =- Time.deltaTime; } if (!isSprinting){ sprintCurHealth =+ Time.deltaTime; } transform.Rotate(0,Input.GetAxis("Mouse X") * rotateSpeed * Time.deltaTime, 0); } void FixedUpdate() { if (Input.GetKeyDown("q")){ //moveDirection.y = jumpSpeed; animation.Play("roll"); //Roll(); } if(allowMove){ if (grounded) { moveDirection = new Vector3(Input.GetAxis("Horizontal")*currentSpeed, 0, Input.GetAxis("Vertical")*currentSpeed); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= currentSpeed; if(!swiming){ if (Input.GetButton("Jump")) { moveDirection.y = jumpSpeed; } if (Input.GetKeyDown("q")) { moveDirection.y = jumpSpeed; //Roll(); } } } else if (climbing){ moveDirection = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"),0); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= currentSpeed; } } if(swiming){ currentSpeed = walkSpeed; } }

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