2024-04-28 18:52:09 +01:00
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using System;
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2024-04-28 14:13:37 +01:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Movement : MonoBehaviour
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{
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public float speed = 5.0f;
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public float turnSpeed;
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public float sprintSpeed = 10.0f;
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2024-04-28 15:08:27 +01:00
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public float jumpForce;
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public float gravity = 9.8f;
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public PickUpObject throwForce;
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2024-04-28 18:52:09 +01:00
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public CharacterController controller;
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public Vector3 moveDirection = Vector3.zero;
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[Header("Keybinds")]
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public KeyCode forwardsKey = KeyCode.W;
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public KeyCode backwardsKey = KeyCode.S;
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public KeyCode leftKey = KeyCode.A;
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public KeyCode rightKey = KeyCode.D;
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public KeyCode sprintKey = KeyCode.LeftShift;
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public KeyCode jumpKey = KeyCode.Space;
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void Start()
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{
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controller = GetComponent<CharacterController>();
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}
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void Update()
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{
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float forwards = Convert.ToSingle(Input.GetKey(forwardsKey));
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float backwards = Convert.ToSingle(Input.GetKey(backwardsKey));
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float left = Convert.ToSingle(Input.GetKey(leftKey));
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float right = Convert.ToSingle(Input.GetKey(rightKey));
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moveDirection = new Vector3(right - left, 0, forwards - backwards);
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if (!controller.isGrounded)
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{
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moveDirection.y -= gravity * Time.deltaTime;
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controller.Move(moveDirection * Time.deltaTime);
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return;
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}
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2024-04-28 18:52:09 +01:00
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throwForce.throwForce = 4.0f;
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// Change the direction the player is facing based on the direction they are moving
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if (moveDirection != Vector3.zero)
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{
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Quaternion ToRotation = Quaternion.LookRotation(new Vector3(right - left, 0, forwards - backwards));
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throwForce.throwForce = 8.5f;
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transform.rotation = Quaternion.RotateTowards(transform.rotation, ToRotation, turnSpeed * Time.deltaTime);
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}
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if (Input.GetKey(sprintKey))
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{
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moveDirection *= sprintSpeed;
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jumpForce = 4.0f;
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if(moveDirection != Vector3.zero)
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{
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throwForce.throwForce = 20.0f;
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}
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}
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else
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{
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moveDirection *= speed;
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jumpForce = 2.5f;
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}
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2024-04-28 18:52:09 +01:00
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if (Input.GetKeyDown(jumpKey))
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{
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moveDirection.y = jumpForce;
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}
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moveDirection.y -= gravity * Time.deltaTime;
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controller.Move(moveDirection * Time.deltaTime);
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}
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}
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