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6 changed files with 83 additions and 4002 deletions
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+24 -53
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@@ -9,53 +9,48 @@ using System.Collections;
public class PlayerController : MonoBehaviour public class PlayerController : MonoBehaviour
{ {
CharacterController characterController; Rigidbody rb;
CapsuleCollider capsule;
public float speed; public float speed;
public float jumpHeight; public float jumpSpeed;
public float gravity; public float gravity;
public float rotationSpeed; public float rotationSpeed;
public Transform pivot; public Transform pivot;
public GameObject playerModel; public GameObject playerModel;
private int jump = 0; private bool extraJump = true;
private float capsuleHeight; private float distToGround;
private float controllerHeight;
private float transformHeight;
private Vector3 moveDirection; private Vector3 moveDirection;
float startTime = 0.0f;
float oneSec = 1.0f;
void Start() void Start()
{ {
characterController = GetComponent<CharacterController>(); rb = GetComponent<Rigidbody>();
capsule = GetComponent<CapsuleCollider>();
transformHeight = transform.localScale.y;
controllerHeight = characterController.height;
capsuleHeight = capsule.height;
} }
void Update() bool IsGrounded(){
return Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1f);
}
void FixedUpdate()
{ {
float yStore = moveDirection.y; float yStore = moveDirection.y;
//Need to switch to 'raw' when using keyboard //Need to switch to 'raw' when using keyboard
moveDirection = (transform.forward * Input.GetAxis("Vertical")) + (transform.right * Input.GetAxis("Horizontal")); moveDirection = (transform.forward * Input.GetAxis("Vertical")) + (transform.right * Input.GetAxis("Horizontal"));
if (jump <= 1) if (extraJump == true)
{ {
moveDirection = moveDirection.normalized * speed; //Remove this line to make running diagonal the fastest standard run moveDirection = moveDirection.normalized * speed; //Remove this line to make running diagonal the fastest standard run
} else { } else
{
moveDirection = (moveDirection.normalized * speed)/4; //Remove this line to make running diagonal the fastest standard run moveDirection = (moveDirection.normalized * speed)/4; //Remove this line to make running diagonal the fastest standard run
} }
moveDirection.y = yStore; moveDirection.y = yStore;
if (characterController.isGrounded) if (IsGrounded())
{ {
jump = 0; extraJump = true;
moveDirection.y = 0.0f; moveDirection.y = 0.0f;
if(Input.GetKey(KeyCode.LeftShift)) if(Input.GetKey(KeyCode.LeftShift))
@@ -65,48 +60,24 @@ public class PlayerController : MonoBehaviour
moveDirection = moveDirection.normalized * speed; moveDirection = moveDirection.normalized * speed;
} }
if(Input.GetKey(KeyCode.LeftControl)) if (Input.GetButtonDown("Jump"))
{ {
moveDirection.y = jumpSpeed;
characterController.height /= 2;
capsule.height /= 2;
transform.localScale = new Vector3(transform.localScale.x, transformHeight/2, transform.localScale.z);
if(Input.GetKeyDown(KeyCode.LeftControl))
{
startTime = Time.time;
}
if(characterController.velocity != new Vector3(0, 0, 0) && startTime + oneSec >= Time.time)
{
moveDirection = (moveDirection.normalized * speed * 2);
} else {
moveDirection = (moveDirection.normalized * speed/4);
} }
} else { } else {
moveDirection = moveDirection.normalized * speed; if (Input.GetButtonDown("Jump") && extraJump == true)
characterController.height = controllerHeight;
capsule.height = capsuleHeight;
transform.localScale = new Vector3(transform.localScale.x, transformHeight, transform.localScale.z);
}
}
if (Input.GetButtonDown("Jump") && jump <= 1)
{ {
moveDirection.y = jumpHeight; moveDirection.y = jumpSpeed;
jump++; extraJump = false;
} }
moveDirection.y += Physics.gravity.y * gravity * Time.deltaTime; }
moveDirection.y = moveDirection.y + (Physics.gravity.y * gravity * Time.deltaTime);
// Move the controller // Move the controller
characterController.Move(moveDirection * Time.deltaTime); rb.AddForce(moveDirection * Time.deltaTime);
//Move the player in different directions based on camera look direction //Move the player in different directions based on camera look direction
//Need to switch to 'raw' when using keyboard //Need to switch to 'raw' when using keyboard