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2 Commits
5fd403626e
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97ee01f5df
Author | SHA1 | Date |
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Meiko Remiorz | 97ee01f5df | |
Meiko Remiorz | 2bc50c3bc4 |
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{
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"version": "1.0",
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"components": [
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"Microsoft.VisualStudio.Workload.ManagedGame"
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]
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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public class Character : MonoBehaviour
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{
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[Header("Movement")]
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public float moveSpeed = 2f;
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public float groundDrag = 1f;
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private float horizontalInput, verticalInput;
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private Vector3 moveDirection;
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private Rigidbody rb;
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public float speed = 2f;
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[Header("Keybindings")]
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public KeyCode jumpKey = KeyCode.Space;
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public float jumpForce;
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public float jumpCooldown;
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bool readyToJump = true;
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[Header("Groud Check")]
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public float playerHeight;
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public LayerMask whatIsGround;
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public bool grounded;
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// Start is called before the first frame update
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void Start()
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{
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rb = gameObject.GetComponent<Rigidbody>();
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}
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// Update is called once per frame
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void Update()
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{
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grounded = Physics.Raycast(transform.position, Vector3.down, playerHeight * 0.5f, whatIsGround);
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MyInput();
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SpeedControl();
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if(grounded)
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{
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rb.drag = groundDrag;
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}
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else
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{
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rb.drag = 0;
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}
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}
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private void FixedUpdate()
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{
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MovePlayer();
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}
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private void MyInput()
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{
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horizontalInput = Input.GetAxisRaw("Horizontal");
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verticalInput = Input.GetAxisRaw("Vertical");
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if(Input.GetKey(jumpKey) && readyToJump && grounded)
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{
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readyToJump = false;
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Jump();
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Invoke(nameof(ResetJump), jumpCooldown);
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}
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}
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private void MovePlayer()
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{
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moveDirection = new Vector3(0, 0, verticalInput) + new Vector3(horizontalInput, 0, 0);
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rb.AddForce(moveDirection.normalized * moveSpeed * 10f, ForceMode.Force);
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}
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private void SpeedControl()
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{
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Vector3 flatVel = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
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if(flatVel.magnitude > moveSpeed)
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{
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Vector3 limitedVel = flatVel.normalized * moveSpeed;
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rb.velocity = new Vector3(limitedVel.x, rb.velocity.y, limitedVel.z);
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}
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}
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private void Jump()
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{
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rb.velocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
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rb.AddForce(transform.up * jumpForce, ForceMode.Impulse);
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}
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private void ResetJump()
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{
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readyToJump = true;
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}
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}
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