53 lines
1.4 KiB
C#
53 lines
1.4 KiB
C#
using UnityEngine;
|
|
|
|
public class PlayerMovement : MonoBehaviour
|
|
{
|
|
public float moveSpeed = 5f;
|
|
public float sprintSpeed = 10f;
|
|
public float gravity = -9.81f;
|
|
public float rotationSpeed = 10f;
|
|
|
|
private CharacterController controller;
|
|
private Vector3 velocity;
|
|
|
|
void Start()
|
|
{
|
|
controller = GetComponent<CharacterController>();
|
|
}
|
|
|
|
void FixedUpdate()
|
|
{
|
|
HandleMovement();
|
|
ApplyGravity();
|
|
}
|
|
|
|
void HandleMovement()
|
|
{
|
|
float moveX = Input.GetAxisRaw("Horizontal");
|
|
float moveZ = Input.GetAxisRaw("Vertical");
|
|
Vector3 move = new Vector3(moveX, 0, moveZ).normalized;
|
|
|
|
if (move.magnitude >= 0.1f)
|
|
{
|
|
float currentSpeed = Input.GetKey(KeyCode.LeftShift) ? sprintSpeed : moveSpeed;
|
|
|
|
Quaternion targetRotation = Quaternion.LookRotation(move);
|
|
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.fixedDeltaTime);
|
|
|
|
controller.Move(move * currentSpeed * Time.fixedDeltaTime);
|
|
}
|
|
}
|
|
|
|
void ApplyGravity()
|
|
{
|
|
if (IsGrounded() && velocity.y < 0) velocity.y = -2f;
|
|
velocity.y += gravity * Time.fixedDeltaTime;
|
|
controller.Move(velocity * Time.fixedDeltaTime);
|
|
}
|
|
|
|
bool IsGrounded()
|
|
{
|
|
float groundDistance = 0.2f;
|
|
return Physics.Raycast(transform.position, Vector3.down, groundDistance);
|
|
}
|
|
} |