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84
Assets/Scripts/PlayerController.cs
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84
Assets/Scripts/PlayerController.cs
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using UnityEngine;
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using UnityEngine.InputSystem;
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[RequireComponent(typeof(CharacterController))]
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public class PlayerController : MonoBehaviour
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{
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[Header("Movement Settings")]
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[SerializeField] private float walkSpeed = 5.0f;
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[SerializeField] private float sprintSpeed = 8.5f;
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[SerializeField] private float gravity = -19.62f;
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[SerializeField] private float jumpHeight = 1.2f;
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[Header("Look Settings")]
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[SerializeField] private Transform cameraHolder;
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[SerializeField] private float mouseSensitivity = 2.0f;
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[SerializeField] private float upDownLookLimit = 80.0f;
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private CharacterController characterController;
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private Vector3 velocity;
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private Vector2 moveInput;
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private Vector2 lookInput;
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private float verticalRotation = 0f;
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private bool isSprinting;
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private bool jumpRequested;
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private void Awake()
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{
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characterController = GetComponent<CharacterController>();
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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private void Update()
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{
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HandleRotation();
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HandleMovement();
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}
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public void OnMove(InputValue value) => moveInput = value.Get<Vector2>();
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public void OnLook(InputValue value) => lookInput = value.Get<Vector2>();
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public void OnSprint(InputValue value) => isSprinting = value.isPressed;
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public void OnJump(InputValue value)
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{
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if (value.isPressed && characterController.isGrounded)
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jumpRequested = true;
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}
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private void HandleRotation()
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{
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if (cameraHolder == null) return;
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float mouseX = lookInput.x * mouseSensitivity * 0.1f;
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float mouseY = lookInput.y * mouseSensitivity * 0.1f;
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transform.Rotate(Vector3.up * mouseX);
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verticalRotation -= mouseY;
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verticalRotation = Mathf.Clamp(verticalRotation, -upDownLookLimit, upDownLookLimit);
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cameraHolder.localRotation = Quaternion.Euler(verticalRotation, 0f, 0f);
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}
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private void HandleMovement()
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{
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if (characterController.isGrounded && velocity.y < 0)
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{
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velocity.y = -2f;
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}
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float currentSpeed = isSprinting ? sprintSpeed : walkSpeed;
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Vector3 moveDirection = transform.right * moveInput.x + transform.forward * moveInput.y;
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characterController.Move(moveDirection * currentSpeed * Time.deltaTime);
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if (jumpRequested)
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{
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velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
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jumpRequested = false;
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}
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velocity.y += gravity * Time.deltaTime;
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characterController.Move(velocity * Time.deltaTime);
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}
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public void SetCameraHolder(Transform camHolder) => cameraHolder = camHolder;
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}
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