Added sliding which reverts back to crouching/crawling after 1 second
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@@ -25,6 +25,9 @@ public class PlayerController : MonoBehaviour
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private float transformHeight;
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private float transformHeight;
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private Vector3 moveDirection;
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private Vector3 moveDirection;
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float startTime = 0.0f;
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float oneSec = 1.0f;
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void Start()
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void Start()
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{
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{
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characterController = GetComponent<CharacterController>();
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characterController = GetComponent<CharacterController>();
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@@ -44,8 +47,7 @@ public class PlayerController : MonoBehaviour
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if (jump <= 1)
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if (jump <= 1)
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{
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{
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moveDirection = moveDirection.normalized * speed; //Remove this line to make running diagonal the fastest standard run
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moveDirection = moveDirection.normalized * speed; //Remove this line to make running diagonal the fastest standard run
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} else
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} else {
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{
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moveDirection = (moveDirection.normalized * speed)/4; //Remove this line to make running diagonal the fastest standard run
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moveDirection = (moveDirection.normalized * speed)/4; //Remove this line to make running diagonal the fastest standard run
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}
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}
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@@ -65,10 +67,19 @@ public class PlayerController : MonoBehaviour
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if(Input.GetKey(KeyCode.LeftControl))
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if(Input.GetKey(KeyCode.LeftControl))
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{
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{
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moveDirection = (moveDirection.normalized * speed/4);
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if(Input.GetKeyDown(KeyCode.LeftControl))
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{
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startTime = Time.time;
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}
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moveDirection = (moveDirection.normalized * speed * 2);
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characterController.height /= 2;
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characterController.height /= 2;
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capsule.height /= 2;
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capsule.height /= 2;
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transform.localScale = new Vector3(transform.localScale.x, transformHeight/2, transform.localScale.z);
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transform.localScale = new Vector3(transform.localScale.x, transformHeight/2, transform.localScale.z);
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if (startTime + oneSec <= Time.time)
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{
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moveDirection = (moveDirection.normalized * speed/4);
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}
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} else {
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} else {
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moveDirection = moveDirection.normalized * speed;
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moveDirection = moveDirection.normalized * speed;
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characterController.height = controllerHeight;
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characterController.height = controllerHeight;
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