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https://github.com/DerTyp7/fps-citybuild-unity.git
synced 2025-10-29 12:22:07 +01:00
basic air control and sprinting
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@@ -733,8 +733,11 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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controller: {fileID: 1023538875}
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speed: 12
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airSpeed: 0.7
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sprintSpeed: 1.8
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sprintAirSpeed: 1.2
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gravity: -19.62
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jumpHeight: 3
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jumpHeight: 4
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groundCheck: {fileID: 1403327789}
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groundDistance: 0.4
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groundMask:
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@@ -6,7 +6,11 @@ public class PlayerMovement : MonoBehaviour
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{
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[SerializeField] private CharacterController controller;
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//[SerializeField] private Transform playerTransform;
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[SerializeField] private float speed = 12f;
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[SerializeField] private float airSpeed = 0.6f;
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[SerializeField] private float sprintSpeed = 1.8f;
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[SerializeField] private float sprintAirSpeed = 1.2f;
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[SerializeField] private float gravity = -9.81f;
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[SerializeField] private float jumpHeight = 3f;
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@@ -16,6 +20,7 @@ public class PlayerMovement : MonoBehaviour
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private Vector3 velocity;
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private bool isGrounded;
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private bool isSprinting;
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void Start()
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{
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@@ -24,7 +29,8 @@ public class PlayerMovement : MonoBehaviour
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void Update()
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{
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{
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//GROUND CHECK
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//Creates an invisible sphere on the bottom of our player
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//And checks if it's colliding with something !with the "ground"-Mask in Unity!
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isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
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@@ -34,30 +40,60 @@ public class PlayerMovement : MonoBehaviour
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{
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velocity.y = -2f;
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}
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//MOVEMENT
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//Input.GetAxis is based on the Unity Input settings (edit -> Project Settings -> Input Manager)
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float x = Input.GetAxis("Horizontal");
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float z = Input.GetAxis("Vertical");
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//Create move vector !in look direction!
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Vector3 move = transform.right * x + transform.forward * z;
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Vector3 move;
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if (isGrounded)//for air control
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{
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move = transform.right * x + transform.forward * z;
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//SPRINT
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if (Input.GetButton("Sprint"))
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{
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move *= sprintSpeed;
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isSprinting = true;
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}
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else
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{
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//SNEAK
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if (Input.GetButton("Sneak"))
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{
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//Kommt mit character model und animations
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}
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isSprinting = false;
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}
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//JUMP
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if (Input.GetButtonDown("Jump"))
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{
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velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
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}
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}
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else//Air control
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{
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if (isSprinting)
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{
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move = transform.right * x * airSpeed * sprintAirSpeed + transform.forward * z * airSpeed * sprintAirSpeed;
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}
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else
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{
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move = transform.right * x * airSpeed + transform.forward * z * airSpeed;
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}
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}
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//Apply move vector
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controller.Move(move * speed * Time.deltaTime);
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//JUMP
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if(Input.GetButtonDown("Jump") && isGrounded)
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{
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velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
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}
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//Add gravity to current velocity
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velocity.y += gravity * Time.deltaTime;
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//apply gravity
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controller.Move(velocity * Time.deltaTime);//nochmal time.deltatime wegen irgendwas mit physikalischer Formel und so
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}
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void Jump()
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{
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}
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}
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@@ -293,3 +293,19 @@ InputManager:
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type: 0
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axis: 0
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joyNum: 0
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- serializedVersion: 3
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m_Name: Sprint
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descriptiveName:
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descriptiveNegativeName:
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negativeButton:
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positiveButton: left ctrl
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altNegativeButton:
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altPositiveButton:
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gravity: 1000
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dead: 0.001
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sensitivity: 1000
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snap: 0
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invert: 0
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type: 0
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axis: 0
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joyNum: 0
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@@ -152,7 +152,8 @@ PlayerSettings:
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resolutionScalingMode: 0
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androidSupportedAspectRatio: 1
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androidMaxAspectRatio: 2.1
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applicationIdentifier: {}
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applicationIdentifier:
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Standalone: com.DefaultCompany.FirstPersonRME
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buildNumber:
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Standalone: 0
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iPhone: 0
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