update: now player uses additional collider to detect ground
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@@ -17,16 +17,18 @@ public class PlayerMovement : MonoBehaviour
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[Header("Debug info")]
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[SerializeField] bool isCrouching = false;
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[SerializeField] Vector3 gravityVelocity;
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[SerializeField] bool grounded;
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[SerializeField] bool grounded = false;
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CharacterController characterController;
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GroundDetector ground;
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void Start() {
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characterController = GetComponent<CharacterController>();
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ground = GetComponent<GroundDetector>();
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}
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void Update() {
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grounded = GetOnGround();
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grounded = ground.onGround;
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HandleCrouching();
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HandleMovement();
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HandleJumping();
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@@ -69,10 +71,6 @@ public class PlayerMovement : MonoBehaviour
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characterController.Move(gravityVelocity * (Time.deltaTime * gravityMultiplier));
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}
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bool GetOnGround() {
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return Physics.CheckSphere(legsPosition.position, legsRadius, groundMask);
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}
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void OnControllerColliderHit(ControllerColliderHit hit) {
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hit.gameObject.SendMessage("ReverseOnControllerColliderHit", hit, SendMessageOptions.DontRequireReceiver);
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}
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