Wszystkie funkcjonalnosci git, potrzeba poprawy UI
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46
Assets/Scripts/TestingMovement/MouseLook.cs
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46
Assets/Scripts/TestingMovement/MouseLook.cs
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class MouseLook : MonoBehaviour
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{
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public float mouseSensitivity = 100f;
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public Transform playerBody; // Tu przeci¹gniesz Fasolkê (Player)
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private float xRotation = 0f;
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public bool canLook = false; // Zablokujemy obracanie przed startem
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public void EnableLooking()
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{
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canLook = true;
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// Blokujemy kursor na œrodku ekranu i go chowamy
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Cursor.lockState = CursorLockMode.Locked;
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}
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void Update()
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{
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if (!canLook) return;
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if (Mouse.current == null)
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{
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Debug.LogError("Brak myszki!");
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return;
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}
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Vector2 mouseDelta = Mouse.current.delta.ReadValue();
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// Jeœli to zobaczysz w konsoli, znaczy ¿e system dzia³a, a problem jest w skali
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if (mouseDelta != Vector2.zero)
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{
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//Debug.Log($"Ruch myszy: {mouseDelta}");
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}
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float mouseX = mouseDelta.x * mouseSensitivity * 0.1f; // Zmniejszy³em mno¿nik dla testu
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float mouseY = mouseDelta.y * mouseSensitivity * 0.1f;
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xRotation -= mouseY;
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xRotation = Mathf.Clamp(xRotation, -90f, 90f);
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transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
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playerBody.Rotate(Vector3.up * mouseX);
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}
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}
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2
Assets/Scripts/TestingMovement/MouseLook.cs.meta
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2
Assets/Scripts/TestingMovement/MouseLook.cs.meta
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fileFormatVersion: 2
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guid: 193d4aae75625f743847d5e870a3190a
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27
Assets/Scripts/TestingMovement/PlayerMove.cs
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27
Assets/Scripts/TestingMovement/PlayerMove.cs
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using UnityEngine;
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using UnityEngine.InputSystem; // Dodaliœmy to!
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public class PlayerMove : MonoBehaviour
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{
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public float speed = 5f;
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private CharacterController controller;
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void Start() => controller = GetComponent<CharacterController>();
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void Update()
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{
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// Nowy sposób pobierania WASD
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Vector2 moveInput = Vector2.zero;
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if (Keyboard.current != null)
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{
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if (Keyboard.current.wKey.isPressed) moveInput.y = 1;
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if (Keyboard.current.sKey.isPressed) moveInput.y = -1;
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if (Keyboard.current.aKey.isPressed) moveInput.x = -1;
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if (Keyboard.current.dKey.isPressed) moveInput.x = 1;
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}
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Vector3 move = transform.right * moveInput.x + transform.forward * moveInput.y;
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controller.Move(move * speed * Time.deltaTime);
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}
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}
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2
Assets/Scripts/TestingMovement/PlayerMove.cs.meta
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2
Assets/Scripts/TestingMovement/PlayerMove.cs.meta
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fileFormatVersion: 2
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guid: 734bc5370b4ebc247a55af3b053ed716
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