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Basic player movement, rotation, jump
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Basic player movement, rotation, jump
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WalkPlayer : MonoBehaviour
{
public float speed = 6.0F;
public float jumpSpeed = 8.0F;
public float gravity = 20.0F;
public float rotateSpeed = 3.0F;
private Vector3 moveDirection = Vector3.zero;
void Update()
{
CharacterController controller = GetComponent<CharacterController>();
if (controller.isGrounded)
{
moveDirection = new Vector3(0, 0, Input.GetAxis("Vertical"));
moveDirection = transform.TransformDirection(moveDirection);
moveDirection *= speed;
if (Input.GetButton("Jump"))
moveDirection.y = jumpSpeed;
/*if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.DownArrow) || Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.RightArrow))
{
//anim.SetBool("walkhim", true);
//anim.SetBool("idlehim", false);
}
else
{
//anim.SetBool("idlehim", true);
//anim.SetBool("walkhim", false);
}*/
}
float rotationplayer = rotateSpeed * Input.GetAxis("Horizontal");
moveDirection.y -= gravity * Time.deltaTime;
controller.Move(moveDirection * Time.deltaTime);
//Rotate Player
transform.Rotate(0, rotationplayer, 0);
}
}