Merge pull request #2 from emil28092005/kosmogor

update: changed method to get onGround for player
This commit is contained in:
Emil Shanaty
2025-03-08 19:39:06 +03:00
committed by GitHub
3 changed files with 26 additions and 91 deletions
+7 -58
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@@ -581,6 +524,11 @@ MonoBehaviour:
crouchHeightMultiplier: 0.5
jumpForce: 5
gravityMultiplier: 1
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legsRadius: 0.2
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isCrouching: 0
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@@ -674,6 +622,7 @@ Transform:
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+17 -7
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@@ -2,24 +2,31 @@ using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[Header("Horizontal movement")]
public float speed = 1f;
public float sprintSpeedMultiplier = 2f;
public float crouchSpeedMultiplier = 0.5f;
public float crouchHeightMultiplier = 0.5f;
[Header("Vertical movement")]
public float jumpForce = 1f;
public float gravityMultiplier = 1f;
public Transform legsPosition;
public float legsRadius = 0.5f;
public LayerMask groundMask;
[Header("Debug info")]
[SerializeField] bool isCrouching = false;
[SerializeField] Vector3 gravityVelocity;
[SerializeField] bool grounded;
CharacterController characterController;
[SerializeField] bool isCrouching = false;
Vector3 gravityVelocity;
bool grounded;
void Start() {
characterController = GetComponent<CharacterController>();
}
void Update() {
grounded = characterController.isGrounded;
grounded = GetOnGround();
HandleCrouching();
HandleMovement();
HandleJumping();
@@ -36,12 +43,11 @@ public class PlayerMovement : MonoBehaviour
characterController.height /= crouchHeightMultiplier;
characterController.center -= Vector3.down * (characterController.height * (1 - crouchHeightMultiplier)) / 2;
}
// if (characterController.isGrounded) rb.AddForce(Vector3.up * (characterController.height / 5), ForceMode.VelocityChange);
}
}
void HandleJumping() {
if (Input.GetKeyDown(KeyCode.Space) && grounded) {
if (Input.GetKey(KeyCode.Space) && grounded) {
gravityVelocity = Vector3.up * (jumpForce * gravityMultiplier);
}
}
@@ -58,11 +64,15 @@ public class PlayerMovement : MonoBehaviour
}
void DoGravity() {
if (grounded && gravityVelocity.y < 0) gravityVelocity = Vector3.down * 0.5f;
if (grounded && gravityVelocity.y < 0) gravityVelocity = Vector3.zero;
gravityVelocity += Physics.gravity * Time.deltaTime;
characterController.Move(gravityVelocity * (Time.deltaTime * gravityMultiplier));
}
bool GetOnGround() {
return Physics.CheckSphere(legsPosition.position, legsRadius, groundMask);
}
void OnControllerColliderHit(ControllerColliderHit hit) {
hit.gameObject.SendMessage("ReverseOnControllerColliderHit", hit, SendMessageOptions.DontRequireReceiver);
}
+2 -26
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