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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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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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