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1) * Time.deltaTime; + } + + if (Input.GetButtonDown("Jump") && isGrounded) + { + //Add Force Up To Jump + rb.AddForce(Vector3.up * jumpForce * 100); //Times 100 -> so we can use smaller numbers in the editor + } + } +} diff --git a/Assets/Scripts/PlayerMovement.cs.meta b/Assets/Scripts/Character/PlayerMovement.cs.meta similarity index 100% rename from Assets/Scripts/PlayerMovement.cs.meta rename to Assets/Scripts/Character/PlayerMovement.cs.meta diff --git a/Assets/Scripts/FPSCounter.cs b/Assets/Scripts/FPSCounter.cs new file mode 100644 index 0000000..92e336d --- /dev/null +++ b/Assets/Scripts/FPSCounter.cs @@ -0,0 +1,21 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + + +public class FPSCounter : MonoBehaviour +{ + public TMPro.TextMeshProUGUI fpsText; + public float deltaTime; + void Start() + { + fpsText = gameObject.GetComponent(); + } + + void Update() + { + deltaTime += (Time.deltaTime - deltaTime) * 0.1f; + float fps = 1.0f / deltaTime; + fpsText.text = Mathf.Ceil(fps).ToString() + "FPS"; + } +} diff --git a/Assets/Scripts/FPSCounter.cs.meta b/Assets/Scripts/FPSCounter.cs.meta new file mode 100644 index 0000000..e697081 --- /dev/null +++ b/Assets/Scripts/FPSCounter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1866e0fb446be0342a91f95d71fc2c2d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerMovement.cs b/Assets/Scripts/PlayerMovement.cs deleted file mode 100644 index 734d303..0000000 --- a/Assets/Scripts/PlayerMovement.cs +++ /dev/null @@ -1,102 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class PlayerMovement : MonoBehaviour -{ - - [SerializeField] private CharacterController controller; - //[SerializeField] private Transform playerTransform; - [SerializeField] private float speed = 12f; - [SerializeField] private float airSpeed = 0.6f; - [SerializeField] private float sneakSpeed = 0.4f; - [SerializeField] private float sprintSpeed = 1.8f; - [SerializeField] private float sprintAirSpeed = 1.4f; - [SerializeField] private float gravity = -9.81f; - [SerializeField] private float jumpHeight = 3f; - - - [SerializeField] private Transform groundCheck; - [SerializeField] private float groundDistance = 0.4f; - [SerializeField] private LayerMask groundMask; - - private Vector3 velocity; - private bool isGrounded; - private bool isSprinting = false; - private bool isSneaking = false; - - void Update() - { - //GROUND CHECK - //Creates an invisible sphere on the bottom of our player - //And checks if it's colliding with something !with the "ground"-Mask in Unity! - isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask); - - //Reset velocity if grounded - if (isGrounded && velocity.y < 0) - { - velocity.y = -2f; - } - - - //MOVEMENT - //Input.GetAxis is based on the Unity Input settings (edit -> Project Settings -> Input Manager) - float x = Input.GetAxis("Horizontal"); - float z = Input.GetAxis("Vertical"); - //Create move vector !in look direction! - Vector3 move; - - if (isGrounded)//for air control - { - move = transform.right * x + transform.forward * z; - - //SPRINT - if (Input.GetButton("Sprint")) - { - move *= sprintSpeed; - isSprinting = true; - } - else - { - //SNEAK - if (Input.GetButton("Sneak")) - { - move *= sneakSpeed; - isSneaking = true; - //Kommt mit character model und animations - } - else - { - isSneaking = false; - } - isSprinting = false; - } - - //JUMP - if (Input.GetButtonDown("Jump")) - { - velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity); - } - } - else//Air control - { - if (isSprinting) - { - move = transform.right * x * airSpeed * sprintAirSpeed + transform.forward * z * airSpeed * sprintAirSpeed; - } - else - { - move = transform.right * x * airSpeed + transform.forward * z * airSpeed; - } - } - - //Apply move vector - controller.Move(move * speed * Time.deltaTime); - - //Add gravity to current velocity - velocity.y += gravity * Time.deltaTime; - //apply gravity - controller.Move(velocity * Time.deltaTime);//nochmal time.deltatime wegen irgendwas mit physikalischer Formel und so - - } -} diff --git a/ProjectSettings/DynamicsManager.asset b/ProjectSettings/DynamicsManager.asset index cdc1f3e..51937e5 100644 --- a/ProjectSettings/DynamicsManager.asset +++ b/ProjectSettings/DynamicsManager.asset @@ -3,10 +3,11 @@ --- !u!55 &1 PhysicsManager: m_ObjectHideFlags: 0 - serializedVersion: 11 - m_Gravity: {x: 0, y: -9.81, z: 0} + serializedVersion: 13 + m_Gravity: {x: 0, y: -12, z: 0} m_DefaultMaterial: {fileID: 0} m_BounceThreshold: 2 + m_DefaultMaxDepenetrationVelocity: 10 m_SleepThreshold: 0.005 m_DefaultContactOffset: 0.01 m_DefaultSolverIterations: 6 @@ -22,6 +23,7 @@ PhysicsManager: m_AutoSyncTransforms: 0 m_ReuseCollisionCallbacks: 1 m_ClothInterCollisionSettingsToggle: 0 + m_ClothGravity: {x: 0, y: -9.81, z: 0} m_ContactPairsMode: 0 m_BroadphaseType: 0 m_WorldBounds: @@ -31,4 +33,5 @@ PhysicsManager: m_FrictionType: 0 m_EnableEnhancedDeterminism: 0 m_EnableUnifiedHeightmaps: 1 - 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