Files
fps-citybuild-unity/Assets/Scripts/PlayerMovement.cs
DerTyp187 61294cb761 add empty project with character controller
Added empty project with camera controller and basic player controller
2021-09-21 17:42:31 +02:00

64 lines
1.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[SerializeField] private CharacterController controller;
[SerializeField] private float speed = 12f;
[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;
void Start()
{
}
void Update()
{
//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;
}
//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 = transform.right * x + transform.forward * z;
//Apply move vector
controller.Move(move * speed * Time.deltaTime);
//JUMP
if(Input.GetButtonDown("Jump") && isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
//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
}
void Jump()
{
}
}