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using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[SerializeField] private float speed = 5.0f;
[SerializeField] private float rotationSpeed = 10f
[SerializeField] private int maxPoints = 50;
[SerializeField] private float maxdistpoints = 0.1f;
[SerializeField] private string p_horizontal;
[SerializeField] private string p_vertical;
private Vector3 lastPosition;
private LineRenderer lineRenderer;
[HideInInspector] public Queue<Vector3> positions = new Queue<Vector3>();
[HideInInspector] public bool canUsePowerup = true;
// Health health;
void Start()
{
// health = new Health(100);
lastPosition = transform.position;
lineRenderer = GetComponent<LineRenderer>();
lineRenderer.positionCount = 1;
lineRenderer.startWidth = 0.1f;
lineRenderer.endWidth = 0.1f;
lineRenderer.material.color = Color.black;
lineRenderer.useWorldSpace = true;
lineRenderer.SetPosition(0, transform.position);
}
// Update is called once per frame
void Update()
{
float moveHorizontal = Input.GetAxisRaw(p_horizontal);
float moveVertical = Input.GetAxisRaw(p_vertical);
Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical).normalized;
transform.Translate(movement * speed * Time.deltaTime);
Quaternion targetRotation = Quaternion.LookRotation(movement, Vector3.up);
transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
if (movement == Vector3.zero)
{
canUsePowerup = true;
return;
}
canUsePowerup = false;
if (Vector3.Distance(transform.position, lastPosition) > maxdistpoints)
{
lastPosition = transform.position;
positions.Enqueue(transform.position);
if (positions.Count > maxPoints)
{
positions.Dequeue();
}
lineRenderer.positionCount = positions.Count;
lineRenderer.SetPositions(positions.ToArray());
}
}
public void ResetPositions()
{
positions.Clear();
lineRenderer.positionCount = 0;
}
}