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LowPolyFPS/Assets/Scripts/PlayerController.cs

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2026-10-12 21:28:47 +01:00
using UnityEngine;
using UnityEngine.InputSystem;
[RequireComponent(typeof(CharacterController))]
public class PlayerController : MonoBehaviour
{
[Header("Movement Settings")]
[SerializeField] private float walkSpeed = 5.0f;
[SerializeField] private float sprintSpeed = 8.5f;
[SerializeField] private float gravity = -19.62f;
[SerializeField] private float jumpHeight = 1.2f;
[Header("Look Settings")]
[SerializeField] private Transform cameraHolder;
[SerializeField] private float mouseSensitivity = 2.0f;
[SerializeField] private float upDownLookLimit = 80.0f;
private CharacterController characterController;
private Vector3 velocity;
private Vector2 moveInput;
private Vector2 lookInput;
private float verticalRotation = 0f;
private bool isSprinting;
private bool jumpRequested;
private void Awake()
{
characterController = GetComponent<CharacterController>();
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
private void Update()
{
HandleRotation();
HandleMovement();
}
public void OnMove(InputValue value) => moveInput = value.Get<Vector2>();
public void OnLook(InputValue value) => lookInput = value.Get<Vector2>();
public void OnSprint(InputValue value) => isSprinting = value.isPressed;
public void OnJump(InputValue value)
{
if (value.isPressed && characterController.isGrounded)
jumpRequested = true;
}
private void HandleRotation()
{
if (cameraHolder == null) return;
float mouseX = lookInput.x * mouseSensitivity * 0.1f;
float mouseY = lookInput.y * mouseSensitivity * 0.1f;
transform.Rotate(Vector3.up * mouseX);
verticalRotation -= mouseY;
verticalRotation = Mathf.Clamp(verticalRotation, -upDownLookLimit, upDownLookLimit);
cameraHolder.localRotation = Quaternion.Euler(verticalRotation, 0f, 0f);
}
private void HandleMovement()
{
if (characterController.isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
float currentSpeed = isSprinting ? sprintSpeed : walkSpeed;
Vector3 moveDirection = transform.right * moveInput.x + transform.forward * moveInput.y;
characterController.Move(moveDirection * currentSpeed * Time.deltaTime);
if (jumpRequested)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
jumpRequested = false;
}
velocity.y += gravity * Time.deltaTime;
characterController.Move(velocity * Time.deltaTime);
}
public void SetCameraHolder(Transform camHolder) => cameraHolder = camHolder;
}