3DSurvivalGame / Assets /Scripts /PlayerMovement.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public CharacterController controller;
public float speed = 12f;
public float gravity = -9.81f * 2;
public float jumpHeight = 3f;
public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;
Vector3 velocity;
bool isGrounded;
private Vector3 lastPosition = new Vector3(0f,0f,0f);
public bool isMoving;
// Update is called once per frame
void Update()
{
//checking if we hit the ground to reset our falling velocity, otherwise we will fall faster the next time
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if (isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
//right is the red Axis, foward is the blue axis
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * speed * Time.deltaTime);
//check if the player is on the ground so he can jump
if (Input.GetButtonDown("Jump") && isGrounded)
{
//the equation for jumping
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
if (lastPosition != gameObject.transform.position && isGrounded) {
isMoving = true;
SoundManager.Instance.PlaySound(SoundManager.Instance.grassWalkSound);
} else {
isMoving = false;
SoundManager.Instance.grassWalkSound.Stop();
}
lastPosition = gameObject.transform.position;
}
}