add: player movement and camera scripts

This commit is contained in:
KOSMOGOR
2025-03-06 18:05:25 +03:00
parent 5025e2485f
commit fa132a7357
15 changed files with 7495 additions and 76 deletions
+69
View File
@@ -0,0 +1,69 @@
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;
Rigidbody rb;
CharacterController characterController;
[SerializeField] bool isCrouching = false;
Vector3 charControllerCenter;
void Start() {
rb = GetComponent<Rigidbody>();
characterController = GetComponent<CharacterController>();
charControllerCenter = characterController.center;
}
void Update() {
HandleCrouching();
HandleJumping();
HandleMovement();
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) && characterController.isGrounded) {
rb.AddForce(Vector3.up * jumpForce, ForceMode.VelocityChange);
}
}
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() {
characterController.Move(rb.linearVelocity * (gravityMultiplier * Time.deltaTime));
if (characterController.isGrounded) rb.linearVelocity *= 0.2f;
}
void OnControllerColliderHit(ControllerColliderHit hit) {
hit.gameObject.SendMessage("ReverseOnControllerColliderHit", hit, SendMessageOptions.DontRequireReceiver);
}
}