Base Rigidbody Movement + FPS counter

This commit is contained in:
DerTyp187
2021-09-29 18:47:21 +02:00
parent ed0c5cece6
commit 85f16b0697
12 changed files with 335 additions and 109 deletions

View File

@@ -0,0 +1,79 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[Header("Speed Modifier")]
[SerializeField] private float speed = 12f;
[SerializeField] private float adjustedSpeed;
[SerializeField] private float sneakSpeed = 0.4f;
[SerializeField] private float sprintSpeed = 1.8f;
[SerializeField] private float jumpHeight = 3f;
[Header("Ground Check")]
[SerializeField] private Transform groundCheck;
[SerializeField] private float groundDistance = 0.4f;
[SerializeField] private LayerMask groundMask;
private Rigidbody rb;
private bool isGrounded;
private bool isSprinting = false;
private bool isSneaking = false;
Vector3 movement;
private void Start()
{
rb = GetComponent<Rigidbody>();
}
private void Update()
{
//Check every frame if the player stands on the ground
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
//JUMP
if(Input.GetButtonDown("Jump") && isGrounded)
{
//Add Force Up To Jump
rb.AddForce(Vector3.up * jumpHeight * 100); //Times 100 -> so we can use smaller numbers in the editor
}
//Sprint
if (Input.GetButton("Sprint") && isGrounded)
{
Debug.Log("[PlayerController] Sprinting");
isSprinting = true;
adjustedSpeed *= sprintSpeed;
}
else
{
isSprinting = false;
//Sneak
if (Input.GetButton("Sneak") && isGrounded)
{
Debug.Log("[PlayerController] Sneaking");
isSprinting = true;
adjustedSpeed *= sneakSpeed;
}
else
{
isSneaking = false;
}
}
}
private void FixedUpdate()
{
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
movement = x * adjustedSpeed * transform.right + new Vector3(0, rb.velocity.y, 0) + z * adjustedSpeed * transform.forward;
rb.velocity = movement;
adjustedSpeed = speed;
}
}