Unity: Pushed working movement script
Fixed issues like character not jumping
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94b71fc610
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@ -358,8 +358,9 @@ GameObject:
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- component: {fileID: 765999531}
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- component: {fileID: 765999531}
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- component: {fileID: 765999530}
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- component: {fileID: 765999530}
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- component: {fileID: 765999535}
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- component: {fileID: 765999535}
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- component: {fileID: 765999534}
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- component: {fileID: 765999536}
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- component: {fileID: 765999536}
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- component: {fileID: 765999537}
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- component: {fileID: 765999538}
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m_Layer: 0
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m_Layer: 0
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m_Name: Capsule
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m_Name: Capsule
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m_TagString: Player
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m_TagString: Player
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@ -439,7 +440,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 765999529}
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m_GameObject: {fileID: 765999529}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: -0.21045552, y: 2.21, z: 0.096935526}
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m_LocalPosition: {x: 0, y: 2, z: -0.5}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_ConstrainProportionsScale: 0
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m_Children:
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m_Children:
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@ -447,24 +448,6 @@ Transform:
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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m_RootOrder: 3
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m_RootOrder: 3
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!143 &765999534
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CharacterController:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 765999529}
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m_Material: {fileID: 0}
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m_IsTrigger: 0
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m_Enabled: 1
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serializedVersion: 2
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m_Height: 2
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m_Radius: 0.5
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m_SlopeLimit: 45
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m_StepOffset: 0.3
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m_SkinWidth: 0.08
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m_MinMoveDistance: 0.001
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!114 &765999535
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--- !u!114 &765999535
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MonoBehaviour:
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -483,7 +466,7 @@ MonoBehaviour:
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jumpForce: 2.5
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jumpForce: 2.5
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gravity: 9.8
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gravity: 9.8
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throwForce: {fileID: 765999536}
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throwForce: {fileID: 765999536}
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controller: {fileID: 0}
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controller: {fileID: 765999538}
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moveDirection: {x: 0, y: 0, z: 0}
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moveDirection: {x: 0, y: 0, z: 0}
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forwardsKey: 119
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forwardsKey: 119
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backwardsKey: 115
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backwardsKey: 115
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@ -510,7 +493,40 @@ MonoBehaviour:
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previousObject: {fileID: 0}
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previousObject: {fileID: 0}
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tempObject: {fileID: 0}
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tempObject: {fileID: 0}
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throwForce: 5
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throwForce: 5
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interactKey: 102
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--- !u!54 &765999537
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Rigidbody:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 765999529}
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serializedVersion: 2
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m_Mass: 1
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m_Drag: 0
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m_AngularDrag: 0.05
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m_UseGravity: 1
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m_IsKinematic: 0
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m_Interpolate: 0
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m_Constraints: 112
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m_CollisionDetection: 0
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--- !u!143 &765999538
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CharacterController:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 765999529}
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m_Material: {fileID: 0}
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m_IsTrigger: 0
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m_Enabled: 1
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serializedVersion: 2
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m_Height: 2
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m_Radius: 0.5
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m_SlopeLimit: 45
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m_StepOffset: 0.3
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m_SkinWidth: 0.08
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m_MinMoveDistance: 0.001
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!1 &876529135
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--- !u!1 &876529135
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -12,8 +12,8 @@ public class Movement : MonoBehaviour
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public float gravity = 9.8f;
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public float gravity = 9.8f;
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public PickUpObject throwForce;
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public PickUpObject throwForce;
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public CharacterController controller;
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private CharacterController controller;
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public Vector3 moveDirection = Vector3.zero;
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private Vector3 moveDirection = Vector3.zero;
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[Header("Keybinds")]
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[Header("Keybinds")]
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public KeyCode forwardsKey = KeyCode.W;
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public KeyCode forwardsKey = KeyCode.W;
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@ -34,46 +34,43 @@ public class Movement : MonoBehaviour
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float backwards = Convert.ToSingle(Input.GetKey(backwardsKey));
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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 left = Convert.ToSingle(Input.GetKey(leftKey));
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float right = Convert.ToSingle(Input.GetKey(rightKey));
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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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if (!controller.isGrounded)
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{
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{
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moveDirection.y -= gravity * Time.deltaTime;
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moveDirection = new Vector3(right - left, 0, forwards - backwards);
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controller.Move(moveDirection * Time.deltaTime);
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// Change the direction the player is facing based on the direction they are moving
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return;
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if (right - left != 0 || forwards - backwards != 0)
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}
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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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{
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throwForce.throwForce = 20.0f;
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Quaternion ToRotation = Quaternion.LookRotation(moveDirection);
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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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else
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{
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throwForce.throwForce = 4.0f;
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}
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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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if (Input.GetKeyDown(jumpKey))
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if (Input.GetKey(sprintKey))
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{
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{
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moveDirection.y = jumpForce;
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moveDirection *= sprintSpeed;
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jumpForce = 4.0f;
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if(right - left != 0 || forwards - backwards != 0)
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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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if (Input.GetKeyDown(jumpKey))
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{
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moveDirection.y = jumpForce;
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}
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}
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}
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moveDirection.y -= gravity * Time.deltaTime;
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moveDirection.y -= gravity * Time.deltaTime;
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controller.Move(moveDirection * Time.deltaTime);
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controller.Move(moveDirection * Time.deltaTime);
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}
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}
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}
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}
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