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if (SceneManager.GetActiveScene().name == "WobblyIsland" || SceneManager.GetActiveScene().name == "ArcadeLobby" || SceneManager.GetActiveScene().name == "WobblyRun" || SceneManager.GetActiveScene().name == "Quarry") { if (!player) player = GetPlayerCharacter(); if (flight && player) { if (ragdoll == null) { if (player == null) player = GetPlayerCharacter(); if (player != null) ragdoll = player.GetComponent<RagdollController>(); } else { if (ragdoll != null) ragdoll.LockRagdollState(); else Log("Can't find ragdoll!"); } if (Input.GetKey(KeyCode.Space)) { playerPos = new Vector3(playerPos.x, playerPos.y + vertSpeed, playerPos.z); } if (Input.GetKey(KeyCode.LeftShift)) { playerPos = new Vector3(playerPos.x, playerPos.y - vertSpeed, playerPos.z); } // Get the vertical and horizontal input axes float verticalInput = Input.GetAxis("Vertical"); float horizontalInput = Input.GetAxis("Horizontal"); // Get the camera's forward and right vectors Vector3 cameraForward = Camera.main.transform.forward; Vector3 cameraRight = Camera.main.transform.right; // Calculate the movement direction relative to the camera's orientation Vector3 movementDirection = (cameraForward * verticalInput) + (cameraRight * horizontalInput); // Set the y component to 0 to restrict movement to the x-z plane movementDirection.y = 0f; // Normalize the vector to ensure consistent movement speed movementDirection.Normalize(); //multiply by flightSpeed movementDirection *= flightSpeed; // Move the player in the calculated direction Vector3 translation = movementDirection * (vertSpeed * 40) * Time.fixedDeltaTime; playerPos += translation; if (!player) player = GetPlayerCharacter(); player.transform.position = playerPos; } else if (!flight && player) { if (!player) player = GetPlayerCharacter(); playerPos = player.transform.position; } }