Files
No-Time-To-Rest/Assets/Scripts/PlayerMovement.cs
T
KOSMOGOR 3689ec26a2 fix: PlayerMovement now works fine
update: Player no longer has Rigidbody
add: added UserSettings to .gitignore

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2025-03-08 16:09:36 +03:00

70 lines
2.6 KiB
C#

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);
}
}