using UnityEngine;
using System.Collections;


[RequireComponent(typeof(CharacterMotor))]
[AddComponentMenu("Character/FPS Input Controller")]

public class FPSInputController : MonoBehaviour {

private CharacterMotor motor ;

// Use this for initialization
void Awake () {
    motor = GetComponent<CharacterMotor>();
}

// Update is called once per frame
void Update () {
    // Get the input vector from kayboard or analog stick
    Vector3 directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));

    if (directionVector != Vector3.zero) {
        // Get the length of the directon vector and then normalize it
        // Dividing by the length is cheaper than normalizing when we already have the length anyway
        var directionLength = directionVector.magnitude;
        directionVector = directionVector / directionLength;

        // Make sure the length is no bigger than 1
        directionLength = Mathf.Min(1, directionLength);

        // Make the input vector more sensitive towards the extremes and less sensitive in the middle
        // This makes it easier to control slow speeds when using analog sticks
        directionLength = directionLength * directionLength;

        // Multiply the normalized direction vector by the modified length
        directionVector = directionVector * directionLength;
    }

    // Apply the direction to the CharacterMotor
    motor.inputMoveDirection = transform.rotation * directionVector;
    motor.inputJump = Input.GetButton("Jump");
}

}