using UnityEngine
using UnityEngine.Networking
using System.Collections
public class MovePlayer : NetworkBehaviour {
[SerializeField]
private float speedMove
public float speedRoate
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (!isLocalPlayer) return
//float shuiping= Input.GetAxis("Horizontal")
//float shuzhi = Input.GetAxis("Vertical")
// transform.Translate(Vector3.forward * Time.deltaTime * shuzhi* speedMove, Space.Self)
// transform.Rotate(Vector3.up * Time.deltaTime * shuiping* speedRoate, Space.Self)
Vector3 forward = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"))
Vector3 forwardpoint = transform.position + forward
float inputmousevalue = Mathf.Max(Mathf.Abs(forward.x), Mathf.Abs(forward.z))
if (inputmousevalue > 0)
{
Quaternion lookRot = Quaternion.LookRotation(forward)
transform.rotation = Quaternion.Slerp(transform.rotation, lookRot, speedRoate * inputmousevalue * Time.deltaTime)
transform.Translate(Vector3.forward *speedMove* inputmousevalue * Time.deltaTime)
}
}
}