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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CozmoMovement : MonoBehaviour
{
public float m_Speed = 12f; // How fast the tank moves forward and back.
public float m_TurnSpeed = 180f; // How fast the tank turns in degrees per second.
private string m_MovementAxisName; // The name of the input axis for moving forward and back.
private string m_TurnAxisName; // The name of the input axis for turning.
private Rigidbody m_Rigidbody; // Reference used to move the tank.
private float m_MovementInputValue; // The current value of the movement input.
private float m_TurnInputValue; // The current value of the turn input.
private void Awake()
{
m_Rigidbody = GetComponent<Rigidbody>();
}
private void OnEnable()
{
// When the tank is turned on, make sure it's not kinematic.
m_Rigidbody.isKinematic = false;
// Also reset the input values.
m_MovementInputValue = 0f;
m_TurnInputValue = 0f;
}
private void OnDisable()
{
// When the tank is turned off, set it to kinematic so it stops moving.
m_Rigidbody.isKinematic = true;
}
private void Start()
{
// The axes names are based on player number.
m_MovementAxisName = "Vertical";
m_TurnAxisName = "Horizontal";
}
private void Update()
{
// Store the value of both input axes.
m_MovementInputValue = Input.GetAxis(m_MovementAxisName);
m_TurnInputValue = Input.GetAxis(m_TurnAxisName);
}
private void FixedUpdate()
{
// Adjust the rigidbodies position and orientation in FixedUpdate.
Move();
Turn();
}
private void Move()
{
// Create a vector in the direction the tank is facing with a magnitude based on the input, speed and the time between frames.
Vector3 movement = transform.forward * m_MovementInputValue * m_Speed * Time.deltaTime;
// Apply this movement to the rigidbody's position.
m_Rigidbody.MovePosition(m_Rigidbody.position + movement);
}
private void Turn()
{
// Determine the number of degrees to be turned based on the input, speed and time between frames.
float turn = m_TurnInputValue * m_TurnSpeed * Time.deltaTime;
// Make this into a rotation in the y axis.
Quaternion turnRotation = Quaternion.Euler(0f, turn, 0f);
// Apply this rotation to the rigidbody's rotation.
m_Rigidbody.MoveRotation(m_Rigidbody.rotation * turnRotation);
}
}