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; } }