Merge pull request #1 from emil28092005/kosmogor

Kosmogor
This commit is contained in:
Emil Shanaty
2025-03-08 17:16:59 +03:00
committed by GitHub
16 changed files with 1215 additions and 8696 deletions
+3
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[Bb]uilds/
[Ll]ogs/
[Uu]ser[Ss]ettings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# [Aa]ssets/AssetStoreTools*
# Visual Studio cache directory
.vs/
.vscode/
# Gradle cache directory
.gradle/
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using UnityEngine;
public class CameraMovement : MonoBehaviour
{
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public float verSpeed = 20f;
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public float verLowerBound = -45f;
private float verRotation = 0f;
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float horRotation = Input.GetAxis("Mouse X") * Time.deltaTime * horSpeed;
transform.Rotate(0, horRotation, 0);
verRotation -= Input.GetAxis("Mouse Y") * Time.deltaTime * verSpeed;
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using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public float speed = 1f;
public float sprintSpeedMultiplier = 2f;
public float crouchSpeedMultiplier = 0.5f;
public float crouchHeightMultiplier = 0.5f;
public float jumpForce = 1f;
public float gravityMultiplier = 1f;
CharacterController characterController;
[SerializeField] bool isCrouching = false;
Vector3 gravityVelocity;
bool grounded;
void Start() {
characterController = GetComponent<CharacterController>();
}
void Update() {
grounded = characterController.isGrounded;
HandleCrouching();
HandleMovement();
HandleJumping();
DoGravity();
}
void HandleCrouching() {
if (Input.GetKeyDown(KeyCode.C)) {
isCrouching = !isCrouching;
if (isCrouching) {
characterController.center += Vector3.down * (characterController.height * (1 - crouchHeightMultiplier)) / 2;
characterController.height *= crouchHeightMultiplier;
} else {
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) {
gravityVelocity = Vector3.up * (jumpForce * gravityMultiplier);
}
}
void HandleMovement() {
float horInput = Input.GetAxis("Horizontal");
float verInput = Input.GetAxis("Vertical");
Vector3 movementVec = new(horInput, 0, verInput);
movementVec = transform.TransformDirection(movementVec);
movementVec = Vector3.ClampMagnitude(movementVec * speed, speed) * Time.deltaTime;
float modifier = isCrouching ? crouchSpeedMultiplier : Input.GetKey(KeyCode.LeftShift) ? sprintSpeedMultiplier : 1;
characterController.Move(movementVec * modifier);
}
void DoGravity() {
if (grounded && gravityVelocity.y < 0) gravityVelocity = Vector3.down * 0.5f;
gravityVelocity += Physics.gravity * Time.deltaTime;
characterController.Move(gravityVelocity * (Time.deltaTime * gravityMultiplier));
}
void OnControllerColliderHit(ControllerColliderHit hit) {
hit.gameObject.SendMessage("ReverseOnControllerColliderHit", hit, SendMessageOptions.DontRequireReceiver);
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