mirror of
https://github.com/DerTyp7/fps-citybuild-unity.git
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103 lines
3.2 KiB
C#
103 lines
3.2 KiB
C#
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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[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 sneakSpeed = 0.4f;
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[SerializeField] private float sprintSpeed = 1.8f;
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[SerializeField] private float sprintAirSpeed = 1.4f;
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[SerializeField] private float gravity = -9.81f;
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[SerializeField] private float jumpHeight = 3f;
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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 Vector3 velocity;
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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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void Update()
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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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//Reset velocity if grounded
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if (isGrounded && velocity.y < 0)
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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;
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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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move *= sneakSpeed;
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isSneaking = true;
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//Kommt mit character model und animations
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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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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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//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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}
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