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Commits
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706ad21ed1 |
@@ -1,77 +0,0 @@
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+58
-1563
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,7 +0,0 @@
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@@ -9,53 +9,48 @@ using System.Collections;
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public class PlayerController : MonoBehaviour
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public class PlayerController : MonoBehaviour
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{
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{
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CharacterController characterController;
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Rigidbody rb;
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CapsuleCollider capsule;
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public float speed;
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public float speed;
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public float jumpHeight;
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public float jumpSpeed;
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public float gravity;
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public float gravity;
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public float rotationSpeed;
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public float rotationSpeed;
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public Transform pivot;
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public Transform pivot;
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public GameObject playerModel;
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public GameObject playerModel;
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private int jump = 0;
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private bool extraJump = true;
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private float capsuleHeight;
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private float distToGround;
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private float controllerHeight;
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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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rb = GetComponent<Rigidbody>();
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capsule = GetComponent<CapsuleCollider>();
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transformHeight = transform.localScale.y;
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controllerHeight = characterController.height;
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capsuleHeight = capsule.height;
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}
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}
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void Update()
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bool IsGrounded(){
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return Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1f);
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}
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void FixedUpdate()
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{
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{
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float yStore = moveDirection.y;
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float yStore = moveDirection.y;
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//Need to switch to 'raw' when using keyboard
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//Need to switch to 'raw' when using keyboard
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moveDirection = (transform.forward * Input.GetAxis("Vertical")) + (transform.right * Input.GetAxis("Horizontal"));
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moveDirection = (transform.forward * Input.GetAxis("Vertical")) + (transform.right * Input.GetAxis("Horizontal"));
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if (jump <= 1)
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if (extraJump == true)
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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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moveDirection.y = yStore;
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moveDirection.y = yStore;
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if (characterController.isGrounded)
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if (IsGrounded())
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{
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{
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jump = 0;
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extraJump = true;
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moveDirection.y = 0.0f;
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moveDirection.y = 0.0f;
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if(Input.GetKey(KeyCode.LeftShift))
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if(Input.GetKey(KeyCode.LeftShift))
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@@ -65,48 +60,24 @@ public class PlayerController : MonoBehaviour
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moveDirection = moveDirection.normalized * speed;
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moveDirection = moveDirection.normalized * speed;
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}
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}
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if(Input.GetKey(KeyCode.LeftControl))
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if (Input.GetButtonDown("Jump"))
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{
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{
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moveDirection.y = jumpSpeed;
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}
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characterController.height /= 2;
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} else {
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capsule.height /= 2;
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if (Input.GetButtonDown("Jump") && extraJump == true)
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transform.localScale = new Vector3(transform.localScale.x, transformHeight/2, transform.localScale.z);
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{
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moveDirection.y = jumpSpeed;
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if(Input.GetKeyDown(KeyCode.LeftControl))
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extraJump = false;
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{
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startTime = Time.time;
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}
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if(characterController.velocity != new Vector3(0, 0, 0) && startTime + oneSec >= Time.time)
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{
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moveDirection = (moveDirection.normalized * speed * 2);
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} else {
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moveDirection = (moveDirection.normalized * speed/4);
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}
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} else {
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moveDirection = moveDirection.normalized * speed;
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characterController.height = controllerHeight;
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capsule.height = capsuleHeight;
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transform.localScale = new Vector3(transform.localScale.x, transformHeight, transform.localScale.z);
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}
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}
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}
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}
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if (Input.GetButtonDown("Jump") && jump <= 1)
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moveDirection.y = moveDirection.y + (Physics.gravity.y * gravity * Time.deltaTime);
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{
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moveDirection.y = jumpHeight;
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jump++;
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}
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moveDirection.y += Physics.gravity.y * gravity * Time.deltaTime;
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// Move the controller
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// Move the controller
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characterController.Move(moveDirection * Time.deltaTime);
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rb.AddForce(moveDirection * Time.deltaTime);
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//Move the player in different directions based on camera look direction
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//Move the player in different directions based on camera look direction
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//Need to switch to 'raw' when using keyboard
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//Need to switch to 'raw' when using keyboard
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Reference in New Issue
Block a user