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https://github.com/DerTyp7/fps-citybuild-unity.git
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Base Rigidbody Movement + FPS counter
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31
Assets/Scripts/Character/MouseLook.cs
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31
Assets/Scripts/Character/MouseLook.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class MouseLook : MonoBehaviour
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{
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[SerializeField] private float mouseSensitivityX = 800f;
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[SerializeField] private float mouseSensitivityY = 700f;
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[SerializeField] private Transform playerBody; //Transform of "First Person Player" Object
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private float xRotation = 0f;
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void Start()
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{
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Cursor.lockState = CursorLockMode.Locked;//Lock Cursor in the center
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}
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void Update()
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{
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//Input.GetAxis is based on the Unity Input settings (edit -> Project Settings -> Input Manager)
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float mouseX = Input.GetAxis("Mouse X") * mouseSensitivityX * Time.deltaTime;
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float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivityY * Time.deltaTime;
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xRotation -= mouseY;
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xRotation = Mathf.Clamp(xRotation, -90f, 90f); //Kopf darf sich nicht <20>berschlagen
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transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);//Y Achse rotieren; Quaternion ist f<>r rotation
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playerBody.Rotate(Vector3.up * mouseX); //X Achse Rotieren
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}
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}
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11
Assets/Scripts/Character/MouseLook.cs.meta
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11
Assets/Scripts/Character/MouseLook.cs.meta
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61
Assets/Scripts/Character/PlayerInteraction.cs
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61
Assets/Scripts/Character/PlayerInteraction.cs
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using UnityEngine;
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public class PlayerInteraction : MonoBehaviour
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{
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public float interactionDistance;
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public TMPro.TextMeshProUGUI interactionText;
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Camera cam;
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void Start()
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{
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cam = Camera.main;
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}
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// Update is called once per frame
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void Update()
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{
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Ray ray = cam.ScreenPointToRay(new Vector3(Screen.width / 2f, Screen.height / 2f, 0f));
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RaycastHit hit;
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bool successfulHit = false;
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if (Physics.Raycast(ray, out hit, interactionDistance))
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{
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Interactable interactable = hit.collider.GetComponent<Interactable>();
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if (interactable != null)
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{
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HandleInteraction(interactable);
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interactionText.text = interactable.GetDescription();
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successfulHit = true;
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}
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}
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// if we miss, hide the UI
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if (!successfulHit)
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{
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interactionText.text = "";
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}
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}
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void HandleInteraction(Interactable interactable)
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{
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switch (interactable.interactionType)
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{
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case Interactable.InteractionType.Click:
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// interaction type is click and we clicked the button -> interact
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if (Input.GetButtonDown("Interact"))
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{
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Debug.Log("INTERACT");
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interactable.Interact();
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}
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break;
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default:
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throw new System.Exception("Unsupported type of interactable.");
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}
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}
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}
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11
Assets/Scripts/Character/PlayerInteraction.cs.meta
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11
Assets/Scripts/Character/PlayerInteraction.cs.meta
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@@ -0,0 +1,11 @@
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79
Assets/Scripts/Character/PlayerMovement.cs
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79
Assets/Scripts/Character/PlayerMovement.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlayerMovement : MonoBehaviour
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{
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[Header("Speed Modifier")]
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[SerializeField] private float speed = 12f;
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[SerializeField] private float adjustedSpeed;
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[SerializeField] private float sneakSpeed = 0.4f;
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[SerializeField] private float sprintSpeed = 1.8f;
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[SerializeField] private float jumpHeight = 3f;
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[Header("Ground Check")]
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[SerializeField] private Transform groundCheck;
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[SerializeField] private float groundDistance = 0.4f;
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[SerializeField] private LayerMask groundMask;
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private Rigidbody rb;
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private bool isGrounded;
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private bool isSprinting = false;
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private bool isSneaking = false;
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Vector3 movement;
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private void Start()
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{
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rb = GetComponent<Rigidbody>();
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}
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private void Update()
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{
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//Check every frame if the player stands on the ground
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isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
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//JUMP
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if(Input.GetButtonDown("Jump") && isGrounded)
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{
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//Add Force Up To Jump
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rb.AddForce(Vector3.up * jumpHeight * 100); //Times 100 -> so we can use smaller numbers in the editor
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}
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//Sprint
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if (Input.GetButton("Sprint") && isGrounded)
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{
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Debug.Log("[PlayerController] Sprinting");
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isSprinting = true;
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adjustedSpeed *= sprintSpeed;
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}
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else
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{
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isSprinting = false;
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//Sneak
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if (Input.GetButton("Sneak") && isGrounded)
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{
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Debug.Log("[PlayerController] Sneaking");
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isSprinting = true;
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adjustedSpeed *= sneakSpeed;
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}
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else
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{
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isSneaking = false;
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}
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}
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}
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private void FixedUpdate()
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{
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float x = Input.GetAxis("Horizontal");
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float z = Input.GetAxis("Vertical");
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movement = x * adjustedSpeed * transform.right + new Vector3(0, rb.velocity.y, 0) + z * adjustedSpeed * transform.forward;
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rb.velocity = movement;
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adjustedSpeed = speed;
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}
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}
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11
Assets/Scripts/Character/PlayerMovement.cs.meta
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11
Assets/Scripts/Character/PlayerMovement.cs.meta
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